Games - Eastern Africa

  • Eastern Africa
  • In Eastern Africa, revenue in the Games market is projected to reach US$2,594.00m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 11.16%, leading to a projected market volume of US$4,403.00m by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to amount to US$128.10bn in 2024.
  • Within the Games market, the number of users in Eastern Africa is expected to reach 110.8m users by 2029.
  • User penetration in the region will be 18.9% in 2024 and is projected to increase to 21.4% by 2029.
  • The average revenue per user (ARPU) in Eastern Africa is expected to amount to [arpu_firstmarket_yeartoday].
  • In Eastern Africa, particularly in Kenya, the rise of mobile gaming is reshaping the games in the media market, driven by increased smartphone accessibility.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Eastern Africa has been experiencing significant growth and development in recent years. Customer preferences in the region have been shifting towards digital gaming, with an increasing demand for mobile and online games. This can be attributed to the widespread availability of smartphones and the improving internet infrastructure in Eastern Africa. Additionally, there is a growing interest in multiplayer and social gaming, as people enjoy connecting and competing with friends and other players across the region and beyond. Trends in the market show a rise in the number of local game developers and studios in Eastern Africa. This can be attributed to the increasing interest in gaming and the availability of resources and platforms for developers to create and distribute their games. As a result, there has been a surge in the production of locally developed games, showcasing the talent and creativity of Eastern African developers. Local special circumstances in Eastern Africa contribute to the growth of the Games market. The region has a young and tech-savvy population, with a high percentage of youth who are active consumers of digital content. This demographic factor, combined with the increasing availability of affordable smartphones and internet access, has created a fertile ground for the growth of the Games market in Eastern Africa. Underlying macroeconomic factors also play a role in the development of the Games market in Eastern Africa. The region has been experiencing steady economic growth, which has resulted in an increase in disposable income among consumers. This has led to a higher spending capacity on leisure activities, including gaming. Additionally, the government and private sector investments in the technology sector have contributed to the growth of the gaming industry, creating opportunities for local developers and attracting international game companies to the region. In conclusion, the Games market in Eastern Africa is experiencing significant growth and development due to customer preferences shifting towards digital gaming, the rise of local game developers, local special circumstances, and underlying macroeconomic factors. This trend is expected to continue as the region's gaming industry continues to evolve and expand.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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