Download Games - Southern Africa

  • Southern Africa
  • Revenue in the Download Games market is projected to reach US$142.60m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.13%, resulting in a projected market volume of US$183.10m by 2029.
  • In the Download Games market, the number of users is expected to amount to 12.2m users by 2029.
  • User penetration will be 16.8% in 2024 and is expected to hit 16.6% 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$12.11 in 2024.

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

 
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Analyst Opinion

The Download Games market in Southern Africa has been experiencing significant growth in recent years. Customer preferences for digital entertainment, combined with the region's unique circumstances, have contributed to this trend. Customer preferences in Southern Africa have shifted towards digital entertainment, including download games. With the increasing availability of high-speed internet and the proliferation of smartphones, more consumers are opting for digital downloads rather than traditional physical copies of games. This shift is driven by the convenience and accessibility of downloading games directly to their devices. Additionally, the lower cost of digital downloads compared to physical copies is also a factor in the growing popularity of download games in the region. Trends in the market indicate that the demand for download games in Southern Africa is expected to continue to rise. The region has a young and tech-savvy population that is increasingly embracing digital entertainment. As internet connectivity improves and smartphones become more affordable, the number of potential customers for download games is expected to increase. This trend is further supported by the growing popularity of esports and online gaming communities in the region. Local special circumstances in Southern Africa contribute to the development of the Download Games market. The region has a diverse population with different cultural backgrounds and languages. This presents opportunities for game developers to create localized content that caters to the specific preferences of the Southern African market. Additionally, the region's vibrant music and entertainment industry can also influence the development of download games, with collaborations between local artists and game developers becoming more common. Underlying macroeconomic factors also play a role in the growth of the Download Games market in Southern Africa. The region has experienced steady economic growth, which has led to an increase in disposable income among consumers. This, in turn, has fueled demand for entertainment products, including download games. Furthermore, the rise of the middle class in Southern Africa has created a larger consumer base with the means to purchase digital entertainment. In conclusion, the Download Games market in Southern Africa is developing due to customer preferences for digital entertainment, the region's unique circumstances, and underlying macroeconomic factors. As the region continues to embrace digital technology and experience economic growth, the demand for download games is expected to continue to rise. Game developers and publishers can capitalize on this trend by creating localized content and targeting the growing Southern African market.

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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