Download Games - Eastern Africa

  • Eastern Africa
  • In Eastern Africa, revenue in the Download Games market market is projected to reach US$101.50m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 10.79%, leading to a projected market volume of US$169.40m by 2029.
  • Furthermore, in the Download Games market market, the number of users in Eastern Africa is anticipated to amount to 63.4m users by 2029.
  • User penetration in the region will be 10.1% in 2024 and is expected to increase to 12.2% by 2029.
  • In a global context, the majority of revenue will be generated the United States, which will see US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Eastern Africa is projected to amount to US$2.19 in 2024.
  • In Eastern Africa, particularly Kenya, the growing smartphone penetration is significantly driving the popularity of download games among the youth demographic.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in Eastern Africa has witnessed significant growth in recent years, driven by the increasing popularity of mobile gaming and the growing availability of affordable smartphones in the region. Customer preferences in Eastern Africa have shifted towards mobile gaming, as smartphones have become more affordable and accessible to a larger portion of the population. This has led to a rise in the demand for download games, as consumers can easily download and play games on their smartphones. Additionally, the convenience of mobile gaming allows users to play games anytime and anywhere, making it a popular choice among the tech-savvy population in Eastern Africa. Trends in the market indicate a shift towards more localized and culturally relevant games. Game developers are increasingly creating games that cater to the preferences and interests of the local population, incorporating local themes, characters, and storylines. This localization strategy helps to engage users and create a more immersive gaming experience. Furthermore, the rise of social gaming has also contributed to the growth of the download games market, as users can connect and compete with friends and other players online. Local special circumstances in Eastern Africa, such as limited access to stable internet connections, have influenced the development of the download games market. Due to the challenges in accessing reliable internet, many consumers prefer to download games onto their devices rather than rely on online streaming or cloud-based gaming services. This has created a demand for offline gaming options and has driven the growth of the download games market. Underlying macroeconomic factors, such as the increasing disposable income and improving economic conditions in Eastern Africa, have also contributed to the growth of the download games market. As more consumers have the financial means to purchase smartphones and invest in gaming, the market for download games has expanded. Additionally, the growing young population in the region, which is more inclined towards digital entertainment, has further fueled the demand for download games. In conclusion, the Download Games market in Eastern Africa has experienced significant growth due to the increasing popularity of mobile gaming, the availability of affordable smartphones, and the shift towards localized and culturally relevant games. The market is expected to continue to expand as more consumers embrace mobile gaming and as game developers cater to the preferences of the local population.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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