Games - Ethiopia

  • Ethiopia
  • Revenue in the Games market is projected to reach US$886.10m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 12.55%, resulting in a projected market volume of US$1,600.00m by 2029.
  • In global comparison, most revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market, the number of users is expected to amount to 32.0m users by 2029.
  • User penetration will be 19.1% in 2024 and is expected to hit 21.9% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].

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

 
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Analyst Opinion

The Games market in Ethiopia has been experiencing significant growth in recent years, driven by various factors such as increasing disposable income, changing customer preferences, and advancements in technology. Customer preferences in the Games market in Ethiopia have shifted towards digital gaming platforms, with a growing demand for mobile games and online gaming experiences. This can be attributed to the increasing penetration of smartphones and internet connectivity in the country. Additionally, there is a preference for multiplayer and social gaming experiences, as gamers seek to connect and compete with friends and other players online. Trends in the market indicate a rise in the popularity of mobile gaming, with a significant number of Ethiopians engaging in gaming activities on their smartphones. This can be attributed to the affordability and accessibility of mobile devices, as well as the availability of a wide range of gaming apps. Furthermore, the emergence of local game developers and the promotion of indigenous content have contributed to the growth of the Games market in Ethiopia. Local special circumstances, such as the cultural significance of gaming in Ethiopia, have also played a role in the development of the market. Traditional Ethiopian games, such as "Gebeta" and "Mancala," have been adapted to digital platforms, preserving cultural heritage while catering to the modern preferences of gamers. This blend of traditional and modern gaming experiences has resonated with the Ethiopian audience, further driving the growth of the Games market. Underlying macroeconomic factors, such as the steady economic growth and increasing disposable income in Ethiopia, have created a conducive environment for the Games market to thrive. As more Ethiopians have access to discretionary income, they are willing to spend on entertainment and leisure activities, including gaming. Additionally, the government's focus on promoting the digital economy and supporting the local gaming industry has further stimulated the growth of the market. In conclusion, the Games market in Ethiopia is experiencing significant growth, driven by changing customer preferences, advancements in technology, and favorable macroeconomic factors. The shift towards digital gaming platforms, the rise of mobile gaming, the cultural significance of gaming, and the government's support for the local gaming industry are all contributing to the development of the market. As Ethiopia continues to progress economically and technologically, the Games market is expected to further expand and evolve to meet the changing demands of consumers.

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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