Gaming Hardware - Eastern Africa

  • Eastern Africa
  • In Eastern Africa, revenue in the Gaming Hardware market market is projected to reach US$1.94bn in 2024.
  • Revenue in this region is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 11.88%, leading to a projected market volume of US$3.40bn by 2029.
  • Within the Gaming Hardware market market in Eastern Africa, the number of users is anticipated to amount to 6.8m users by 2029.
  • User penetration in Eastern Africa will be 1.1% in 2024 and is expected to increase to 1.3% by 2029.
  • The average revenue per user (ARPU) in this market is expected to reach US$373.20.
  • In a global context, the majority of revenue will be generated China, which is projected to reach US$33,310.00m in 2024.
  • In Kenya, the gaming hardware market is experiencing a surge in demand, driven by increased internet connectivity and a growing youth population passionate about gaming.

Key regions: Germany, United Kingdom, China, United States, Japan

 
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Analyst Opinion

The Gaming Hardware market in Eastern Africa has been experiencing significant growth in recent years. Customer preferences in the region have shifted towards gaming as a form of entertainment, leading to an increased demand for gaming hardware. Gaming consoles, such as PlayStation and Xbox, have become increasingly popular among consumers in Eastern Africa. These consoles offer a wide range of games and immersive experiences, attracting a growing number of gamers in the region. Additionally, there is a growing interest in PC gaming, with consumers investing in high-performance gaming laptops and desktops to enhance their gaming experience. Trends in the market indicate that the Gaming Hardware industry in Eastern Africa is expanding rapidly. This can be attributed to several factors. Firstly, the increasing availability of high-speed internet and improved connectivity has made online gaming more accessible to consumers in the region. This has contributed to the growth of multiplayer gaming and the demand for gaming hardware that supports online gameplay. Another trend in the market is the rise of mobile gaming. With the proliferation of smartphones in Eastern Africa, more consumers are turning to mobile gaming as a convenient and portable form of entertainment. This has led to a surge in demand for gaming accessories such as Bluetooth controllers and gaming headphones. Local special circumstances in Eastern Africa also play a role in the development of the Gaming Hardware market. The region has a young and tech-savvy population, which is driving the demand for gaming hardware. Furthermore, the increasing disposable income and urbanization in Eastern Africa have created a larger consumer base with the purchasing power to invest in gaming hardware. Underlying macroeconomic factors such as economic growth and urbanization are also contributing to the growth of the Gaming Hardware market in Eastern Africa. As the region continues to develop and experience economic growth, more consumers are able to afford gaming hardware and are willing to spend on entertainment products. Additionally, the urbanization process has led to the establishment of gaming cafes and dedicated gaming spaces, further driving the demand for gaming hardware. In conclusion, the Gaming Hardware market in Eastern Africa is experiencing significant growth due to changing customer preferences, increasing availability of high-speed internet, and the rise of mobile gaming. Local special circumstances, such as a young and tech-savvy population, along with underlying macroeconomic factors like economic growth and urbanization, are also contributing to the development of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Gaming Hardware market, which includes various types of gaming devices such as consoles, gaming PCs and laptops, and peripherals. This market covers both online and offline sales of gaming hardware. All monetary figures refer to consumer spending on these hardware products and accessories. This spending considers any discounts, margins, and taxes.

Modeling approach / Market size:

The market size is determined through a comprehensive approach. We utilize data from annual financial reports of leading companies, industry associations, third-party studies and reports, primary research surveys (e.g., Consumer Insights), and performance metrics (e.g., user adoption rates, price points, usage patterns) to analyze the markets. To estimate the segment size for each country, we consider relevant key market indicators and data from country-specific industry associations. This includes macroeconomic indicators, historical trends, current market dynamics, and reported performance metrics of key industry players. Factors like average prices and purchase frequencies are considered.

Forecasts:

We apply diverse forecasting techniques tailored to the behavior of the specific market. For instance, methods like trend smoothing and adoption curve analysis are well-suited for forecasting trends in gaming hardware, considering the evolving nature of technology adoption. The main drivers influencing forecasts include economic indicators such as GDP per capita, consumer spending per capita, and technological advancements like 5G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated biannually to reflect any changes in market dynamics. The impact of external factors, such as the COVID-19 pandemic, is considered at the country-specific level. The text incorporates current exchange rates in its modeling. Additionally, any impacts from events like the Russia-Ukraine war or significant industry developments are considered on a country-specific basis. The market information is refreshed twice a year. In some instances, updates are made on an ad hoc basis, such as when new pertinent data is released or substantial shifts within the market impact projected trends. Consumer Insights data is reweighted to ensure representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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