Games - Gabon

  • Gabon
  • Revenue in the Games market in Gabon is forecasted to reach US$60.22m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.80%, leading to a projected market volume of US$87.68m by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$128.90bn in 2024).
  • By 2029, the number of users in the Gabon Games market is expected to reach 647.4k users.
  • User penetration is projected to be 22.2% in 2024 and is forecasted to reach 23.8% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • The increasing popularity of mobile gaming in Gabon is driving growth in the Games in the Media market.

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

 
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Analyst Opinion

Gabon, a country located in Central Africa, is experiencing a significant growth in its Games market. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this development.

Customer preferences play a crucial role in the growth of the Games market in Gabon. With the increasing availability of smartphones and affordable internet access, more and more people are turning to mobile gaming. This shift in preference towards mobile gaming is driven by the convenience and accessibility it offers.

Additionally, the younger generation, which forms a significant portion of the population in Gabon, is highly tech-savvy and enthusiastic about gaming. They are actively seeking out new and innovative games to play, leading to a surge in demand. Trends in the market further support the growth of the Games industry in Gabon.

The rise of online multiplayer games has created a sense of community and social interaction among gamers. This trend has led to an increased demand for games that allow players to connect and compete with each other. Furthermore, the emergence of esports as a popular form of entertainment has also contributed to the growth of the Games market.

The competitive nature of esports attracts both players and spectators, creating a thriving ecosystem. Local special circumstances in Gabon also contribute to the development of the Games market. The country has a relatively young population, with a high percentage of individuals under the age of 30.

This demographic trend creates a large consumer base for the Games industry. Additionally, Gabon has witnessed an improvement in its internet infrastructure in recent years, with increased internet penetration and faster connection speeds. This has made it easier for gamers to access and enjoy online games, driving the growth of the market.

Underlying macroeconomic factors also play a role in the development of the Games market in Gabon. The country has experienced steady economic growth, leading to an increase in disposable income among its population. As a result, more people have the financial means to invest in gaming devices and software, driving the demand for games.

Furthermore, the government has recognized the potential of the Games industry as a source of economic growth and job creation. This has led to the implementation of supportive policies and incentives to encourage the growth of the sector. In conclusion, the Games market in Gabon is experiencing significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

The rise of mobile gaming, online multiplayer games, and esports, coupled with a young population, improved internet infrastructure, and favorable government policies, are driving the development of the market. As the Games industry continues to evolve, it presents opportunities for both local and international game developers and investors to tap into the growing market in Gabon.

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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