Games - Ghana

  • Ghana
  • In Ghana, revenue in the Games market is forecasted to reach US$360.10m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 9.13%, leading to a projected market volume of US$557.30m by 2029.
  • When compared globally, most revenue is predicted to be generated in China (US$128.90bn in 2024).
  • Within the Games market, the number of users is projected to reach 10.1m users by 2029.
  • User penetration is set to be 24.3% in 2024 and is projected to increase to 26.5% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • Ghana's gaming media market is experiencing a surge in local content creation, catering to a growing demand for culturally relevant and diverse gaming experiences.

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

 
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Analyst Opinion

The Games market in Ghana is experiencing a steady growth in recent years, driven by the increasing popularity of video games and the growing number of gamers in the country.

Customer preferences:
Ghanaians have shown a strong preference for video games, with a particular interest in action and sports genres. This can be attributed to the high energy and competitive nature of these games, which resonate well with the local gaming community. Additionally, multiplayer games that allow for social interaction and competition among friends have gained significant popularity.

Trends in the market:
One of the key trends in the Games market in Ghana is the rise of mobile gaming. With the widespread availability of smartphones and affordable data plans, more Ghanaians are turning to mobile devices as their primary gaming platform. This has led to a surge in the development of mobile games, both locally and internationally, catering to the growing demand. Another trend is the increasing interest in esports. Esports tournaments and events are gaining traction in Ghana, with a growing number of local players and teams participating. This has created opportunities for sponsorship and brand partnerships, further fueling the growth of the esports industry in the country.

Local special circumstances:
One of the unique aspects of the Games market in Ghana is the strong sense of community among gamers. Local gaming cafes or "game centers" are popular gathering places for gamers to socialize, compete, and share their gaming experiences. These game centers often provide high-speed internet access and a wide range of gaming options, attracting both casual and hardcore gamers.

Underlying macroeconomic factors:
The growth of the Games market in Ghana can be attributed to several macroeconomic factors. Firstly, the increasing affordability and availability of technology, such as smartphones and gaming consoles, have made gaming more accessible to a larger segment of the population. Additionally, the rising disposable income and changing lifestyles have led to an increased spending on entertainment, including video games. Furthermore, the government's efforts to promote the digital economy and technological innovation have created a favorable environment for the Games market to thrive. Initiatives such as the National Digital Transformation Agenda and the establishment of technology parks have encouraged the growth of the gaming industry in Ghana. In conclusion, the Games market in Ghana is experiencing a positive growth trajectory, driven by customer preferences for action and sports genres, the rise of mobile gaming, the increasing interest in esports, the strong sense of community among gamers, and favorable macroeconomic factors. As the market continues to evolve, there will be opportunities for both local and international game developers and publishers to tap into the growing demand in Ghana.

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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