Download Games - Northern Africa

  • Northern Africa
  • Revenue in the Download Games market market in Northern Africa is forecasted to reach US$374.60m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.28%, leading to a projected market volume of US$507.90m by 2029.
  • By 2029, the number of users in the Download Games market market is expected to reach 43.5m users.
  • User penetration is predicted to be 14.5% in 2024 and is projected to increase to 15.5% by 2029.
  • When compared globally, the in the United States will generate the most 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 estimated to be US$9.89 in 2024.
  • The rising popularity of Freemium models in the Download Games market in Northern Africa is reshaping the industry landscape.

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

 
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Analyst Opinion

The Download Games market in Northern Africa is experiencing significant growth and development. With a growing population and increasing internet penetration, more and more consumers are turning to digital platforms to download and play games.

Customer preferences in the Download Games market in Northern Africa are shifting towards mobile gaming. The convenience and affordability of smartphones have made them accessible to a large portion of the population, leading to a surge in mobile game downloads. Additionally, the popularity of multiplayer online games is on the rise, as consumers seek social interaction and competition in their gaming experiences.

Trends in the market indicate a strong demand for localized content. Game developers are recognizing the importance of catering to the specific cultural and linguistic preferences of Northern African consumers. By incorporating local themes, languages, and characters into their games, developers are able to attract a larger audience and enhance the overall gaming experience.

Local special circumstances play a role in the development of the Download Games market in Northern Africa. The region has a young population, with a significant portion of the demographic being under the age of 30. This youth population is more likely to engage in gaming activities, driving the demand for downloadable games.

Additionally, the region has a strong sense of community and social interaction, which is reflected in the preference for multiplayer online games. Underlying macroeconomic factors contribute to the growth of the Download Games market in Northern Africa. The region has been experiencing economic growth, leading to an increase in disposable income.

As a result, consumers have more purchasing power to spend on entertainment, including downloadable games. Furthermore, the improvement in internet infrastructure and connectivity has made it easier for consumers to access and download games, further fueling the market growth. In conclusion, the Download Games market in Northern Africa is witnessing significant growth due to customer preferences for mobile gaming, the demand for localized content, local special circumstances such as a young population and a sense of community, and underlying macroeconomic factors such as economic growth and improved internet connectivity.

As these trends continue to shape the market, it is expected that the Download Games market in Northern Africa will continue to thrive 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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