Download Games - Ghana

  • Ghana
  • Revenue in the Download Games market market in Ghana is forecasted to reach US$20.52m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.39%, leading to an estimated market volume of US$26.68m by 2029.
  • The number of users in the Download Games market market is expected to reach 5.2m users by 2029.
  • User penetration is projected to be 13.7% in 2024 and is expected to increase to 13.8% by 2029.
  • When looking at global comparisons, the in the United States is likely to generate the highest revenue (US$5,054.00m in 2024) in the Download Games market market.
  • The average revenue per user (ARPU) in the Download Games market market is forecasted to be US$4.31 in 2024.
  • Ghana's download games market is experiencing a surge in popularity among the youth, driven by increasing access to smartphones and affordable data plans.

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

 
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Analyst Opinion

The Download Games market in Ghana has been experiencing significant growth in recent years, driven by the increasing popularity of mobile gaming and the rising penetration of smartphones in the country.

Customer preferences:
Ghanaians have shown a strong preference for mobile gaming, as it provides them with easy access to a wide range of games on their smartphones. This preference can be attributed to the affordability and convenience of mobile gaming compared to traditional gaming platforms such as consoles or PCs. Additionally, the younger population in Ghana, who are avid gamers, are more likely to own smartphones than other gaming devices.

Trends in the market:
One of the key trends in the Download Games market in Ghana is the shift towards free-to-play games with in-app purchases. This business model allows users to download games for free and then make in-app purchases to enhance their gaming experience. This trend has gained traction in Ghana due to the relatively low purchasing power of the population, making free-to-play games more accessible and appealing. Another trend in the market is the increasing demand for multiplayer games. Ghanaians enjoy playing games with their friends and family, and multiplayer games provide them with the opportunity to connect and compete with others. This trend is further fueled by the improving internet infrastructure in the country, which enables smoother online gaming experiences.

Local special circumstances:
One of the unique aspects of the Download Games market in Ghana is the prevalence of informal gaming communities. These communities often gather in local gaming centers or cyber cafes to play games together. This social aspect of gaming is highly valued by Ghanaians, as it allows them to interact with fellow gamers and share their gaming experiences.

Underlying macroeconomic factors:
The growth of the Download Games market in Ghana can be attributed to several underlying macroeconomic factors. Firstly, the increasing affordability of smartphones has made them more accessible to a larger portion of the population. This has led to a higher adoption rate of smartphones, which in turn has boosted the demand for mobile games. Secondly, the improving internet infrastructure in Ghana has played a crucial role in the growth of the Download Games market. With faster and more reliable internet connections, Ghanaians can easily download and play games on their smartphones without experiencing significant lag or connectivity issues. Lastly, the young and dynamic population in Ghana has contributed to the growth of the Download Games market. The youth in Ghana are highly tech-savvy and are early adopters of new technologies. Their enthusiasm for gaming has created a strong demand for Download Games, driving the growth of the market. In conclusion, the Download Games market in Ghana is experiencing significant growth due to the increasing popularity of mobile gaming, the preference for free-to-play games with in-app purchases, the demand for multiplayer games, the prevalence of informal gaming communities, and the underlying macroeconomic factors such as the affordability of smartphones, improving internet infrastructure, and the young 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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