Gaming Networks - Africa

  • Africa
  • In Africa, revenue in the Gaming Networks market market is projected to reach US$47.59m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.01%, leading to a projected market volume of US$69.97m by 2029.
  • By 2029, the number of users in the Gaming Networks market market withAfrica is anticipated to amount to 2.3m users.
  • User penetration in Africa will be 0.1% in 2024 and is forecasted to increase to 0.2% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with a figure of US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Africa is projected to reach US$29.90 in 2024.
  • In Africa, the gaming networks market is experiencing significant growth driven by increasing internet accessibility and a burgeoning youth demographic eager for digital entertainment.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in Africa has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Africa have been shifting towards online gaming, as the availability of high-speed internet connections and affordable smartphones has increased. This has led to a surge in the number of gamers in the region, with many opting to play games online and connect with other players through gaming networks. Additionally, there is a growing demand for multiplayer and competitive gaming, which has further fueled the growth of gaming networks in Africa. Trends in the market indicate that the gaming networks in Africa are becoming more sophisticated and diverse. The market is witnessing the emergence of local gaming networks that cater to the specific needs and preferences of African gamers. These networks often offer localized content, language support, and payment options that are tailored to the African market. Furthermore, there is a growing interest in esports in Africa, with an increasing number of tournaments and events being organized. This has created opportunities for gaming networks to host and facilitate these events, attracting more gamers and driving the growth of the market. Local special circumstances in Africa have also contributed to the development of the gaming networks market. The continent has a young and tech-savvy population, with a high percentage of youth who are interested in gaming. This demographic factor has created a large and growing market for gaming networks in Africa. Additionally, the rise of mobile gaming has been particularly significant in Africa, as smartphones are often the primary gaming devices for many people in the region. This has led to the development of mobile-focused gaming networks that cater to the specific needs of mobile gamers in Africa. Underlying macroeconomic factors have also played a role in the growth of the gaming networks market in Africa. The continent has experienced steady economic growth in recent years, leading to an increase in disposable incomes and consumer spending. This has allowed more people to afford gaming devices and access to gaming networks. Furthermore, the expansion of internet infrastructure in Africa has made it easier for gamers to connect to gaming networks and play online games. In conclusion, the Gaming Networks market in Africa is developing rapidly due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The shift towards online gaming, the emergence of local gaming networks, the growing interest in esports, the young and tech-savvy population, the rise of mobile gaming, and the economic growth in the region have all contributed to the growth of the market. As these factors continue to evolve, the gaming networks market in Africa is expected to further expand in the coming years.

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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