Download Games - Tanzania

  • Tanzania
  • In Tanzania, revenue in the Download Games market market is projected to reach US$15.07m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 10.78%, resulting in a projected market volume of US$25.14m by 2029.
  • Furthermore, in the Download Games market market withTanzania, the number of users is expected to amount to 9.5m users by 2029.
  • User penetration in Tanzania will be 9.9% in 2024 and is anticipated to rise to 11.9% by 2029.
  • In a global context, most revenue will be generated the United States, with an expected revenue of US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in Tanzania's Download Games market market is projected to amount to US$2.20 in 2024.
  • In Tanzania, the burgeoning mobile internet access is significantly driving the popularity of download games, fostering a vibrant gaming culture among the youth.

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

 
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Analyst Opinion

The Download Games market in Tanzania has seen significant growth in recent years, driven by changing customer preferences and the increasing availability of smartphones and mobile internet access. Customer preferences in Tanzania have shifted towards mobile gaming, with a growing number of consumers opting for downloadable games on their smartphones. This trend can be attributed to the convenience and accessibility of mobile gaming, as well as the increasing popularity of multiplayer and online gaming experiences. Additionally, the younger demographic in Tanzania, who are more tech-savvy and digitally connected, are driving the demand for download games. Tanzania, like many other developing countries, has seen a rapid increase in smartphone penetration. This has been facilitated by the availability of affordable smartphones and the expansion of mobile network coverage. As a result, more Tanzanians have access to the internet and are able to download games on their devices. The rise of 4G networks in the country has further accelerated this trend, as it allows for faster download speeds and smoother gaming experiences. Tanzania also benefits from a growing gaming community and ecosystem. Local game developers are emerging, creating games that cater to the preferences and interests of Tanzanian gamers. This has led to a more diverse and localized gaming experience, which resonates with the local population. Additionally, the presence of gaming events and competitions in Tanzania has helped to foster a sense of community among gamers and further fuel the demand for download games. Local special circumstances in Tanzania, such as limited access to traditional gaming consoles and high import costs, have also contributed to the growth of the download games market. Many Tanzanians find it more affordable and accessible to download games on their smartphones, rather than purchasing expensive gaming consoles or physical copies of games. This has created a favorable environment for the download games market to thrive. Underlying macroeconomic factors, such as the steady economic growth and increasing disposable income in Tanzania, have also played a role in the development of the download games market. As more Tanzanians have the financial means to invest in smartphones and mobile data plans, the demand for download games has naturally increased. Additionally, the growing middle class in Tanzania has led to a higher level of discretionary spending on entertainment and leisure activities, including gaming. Overall, the Download Games market in Tanzania is experiencing significant growth due to changing customer preferences, the increasing availability of smartphones and mobile internet access, a growing gaming community, and favorable macroeconomic conditions. As these trends continue to evolve, the download games market in Tanzania is expected to further expand 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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