Download Games - Nigeria

  • Nigeria
  • Revenue in the Download Games market is projected to reach US$245.90m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.07%, resulting in a projected market volume of US$362.50m by 2029.
  • In the Download Games market, the number of users is expected to amount to 83.2m users by 2029.
  • User penetration will be 27.5% in 2024 and is expected to hit 32.4% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$3.90 in 2024.

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

 
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Analyst Opinion

The Download Games market in Nigeria has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Nigerian consumers have shown a growing interest in Download Games, with a preference for mobile gaming. This can be attributed to the increasing availability of smartphones and affordable internet access. Mobile gaming offers convenience and flexibility, allowing users to play games anytime and anywhere. Additionally, Nigerian gamers have shown a preference for multiplayer and social games, as they provide an interactive and engaging experience.

Trends in the market:
One of the key trends in the Download Games market in Nigeria is the rise of free-to-play games with in-app purchases. This model allows users to download and play games for free, but offers optional in-game purchases to enhance the gaming experience. This trend has been successful in Nigeria, as it caters to the price-sensitive market while still generating revenue for game developers. Another trend in the market is the increasing popularity of locally-developed games. Nigerian game developers have been creating unique and culturally-relevant games that resonate with the local audience. This trend has not only fueled the growth of the domestic gaming industry but has also attracted international attention.

Local special circumstances:
Nigeria has a young and tech-savvy population, with a high percentage of smartphone users. This demographic profile has contributed to the growth of the Download Games market in the country. Furthermore, the Nigerian government has recognized the potential of the gaming industry and has been supportive of local game developers through initiatives such as funding programs and skill development workshops.

Underlying macroeconomic factors:
The Nigerian economy has been experiencing steady growth, which has led to an increase in disposable income among consumers. This has allowed more Nigerians to afford smartphones and internet access, leading to a larger customer base for Download Games. Additionally, the country's improving internet infrastructure has made it easier for users to download and play games. In conclusion, the Download Games market in Nigeria is growing due to changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. The preference for mobile gaming, the rise of free-to-play games with in-app purchases, the popularity of locally-developed games, the young and tech-savvy population, and the improving economic conditions are all contributing to the development of the market. As the gaming industry continues to evolve, it is expected that the Download Games market in Nigeria will continue to experience growth in the coming years.

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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