Download Games - Zimbabwe

  • Zimbabwe
  • In Zimbabwe, revenue in the Download Games market market is projected to reach US$11.00m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 9.08%, leading to a projected market volume of US$16.99m by 2029.
  • Within the Download Games market market in Zimbabwe, the number of users is anticipated to reach 2.5m users by 2029.
  • User penetration is forecasted to be 11.4% in 2024 and is expected to increase to 13.4% by 2029.
  • In a global context, the highest revenue will be generated the United States, which is projected to reach US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in Zimbabwe's Download Games market market is projected to be US$5.69 in 2024.
  • In Zimbabwe, the rising internet accessibility is fueling an increasing interest in downloadable games, reflecting a shift towards digital entertainment consumption.

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

 
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Analyst Opinion

The Download Games market in Zimbabwe has been experiencing significant growth in recent years, driven by the increasing popularity of gaming and the rise of mobile gaming platforms.

Customer preferences:
Zimbabwean consumers have shown a growing interest in downloading and playing games on their mobile devices. This can be attributed to the affordability and accessibility of smartphones, as well as the improvement in internet connectivity across the country. With the availability of a wide range of gaming apps and platforms, consumers are able to easily download their favorite games and play them on the go.

Trends in the market:
One of the key trends in the Download Games market in Zimbabwe is the shift towards mobile gaming. As smartphones become more affordable and internet connectivity improves, more and more consumers are turning to their mobile devices for gaming. This trend is particularly evident among the younger population, who are more tech-savvy and have grown up with smartphones. Mobile gaming offers convenience and flexibility, allowing users to play games anytime and anywhere. Another trend in the market is the increasing popularity of multiplayer and online games. With the improvement in internet connectivity, Zimbabwean gamers are now able to connect and play with other gamers from around the world. This has created a sense of community and competition, driving the demand for multiplayer and online gaming experiences. Game developers are capitalizing on this trend by creating games that offer immersive multiplayer experiences and social interactions.

Local special circumstances:
Zimbabwe has a relatively young population, with a large percentage of the population under the age of 30. This demographic is more likely to be interested in gaming and have the disposable income to spend on downloading games. Additionally, the country has seen an increase in internet penetration in recent years, with more people gaining access to the internet and mobile devices. This has created a favorable environment for the growth of the Download Games market in Zimbabwe.

Underlying macroeconomic factors:
The growth of the Download Games market in Zimbabwe can also be attributed to the overall economic development of the country. As the economy continues to stabilize and the purchasing power of consumers increases, more people are able to afford smartphones and spend on leisure activities such as gaming. Additionally, the government has been investing in improving internet infrastructure, which has contributed to the growth of the online gaming industry. In conclusion, the Download Games market in Zimbabwe is experiencing significant growth due to the increasing popularity of mobile gaming, the shift towards multiplayer and online gaming experiences, the favorable demographic profile of the country, and the overall economic development and investment in internet infrastructure. This trend is expected to continue as more consumers embrace gaming as a form of entertainment and as technology continues to advance.

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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