Games - Ivory Coast

  • Ivory Coast
  • Revenue in the Games market in Ivory Coast is forecasted to reach US$258.00m in 2024.
  • The revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 8.70%, leading to an estimated market volume of US$391.60m by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$128.90bn in 2024).
  • Within the Games market, the number of users is projected to reach 7.9m users by 2029.
  • User penetration is projected to be 22.9% in 2024 and is expected to increase to 23.5% by 2029.
  • The average revenue per user (ARPU) is anticipated to amount to [arpu_firstmarket_yeartoday].
  • Ivory Coast's gaming media market is experiencing a surge in mobile gaming apps, reflecting the country's growing digital entertainment consumption habits.

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

 
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Analyst Opinion

The Games market in Ivory Coast has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the Games market have shifted towards mobile gaming, with an increasing number of people in Ivory Coast owning smartphones.

This has led to a rise in the popularity of mobile games, which are easily accessible and can be played on the go. Additionally, there is a growing interest in multiplayer online games, as people seek social interaction and competitive gameplay experiences. Trends in the market also include the rise of esports and competitive gaming in Ivory Coast.

Esports tournaments and events have gained traction, attracting both players and spectators. This trend is fueled by the country's young population, who are highly engaged in gaming and have a strong interest in esports. The increasing availability of high-speed internet and the development of gaming infrastructure have also contributed to the growth of competitive gaming in the country.

Local special circumstances in Ivory Coast, such as the vibrant youth culture and the popularity of internet cafes, have further fueled the growth of the Games market. Young people in Ivory Coast are enthusiastic gamers and actively participate in gaming communities. Internet cafes serve as social hubs where gamers can gather, play together, and compete in tournaments.

These cafes provide access to high-speed internet and gaming equipment, making gaming more accessible to a wider audience. Underlying macroeconomic factors, such as the country's economic growth and increasing disposable income, have also played a role in the development of the Games market in Ivory Coast. As the economy grows, more people have the means to purchase gaming devices and invest in gaming experiences.

This has created a larger customer base for the Games market, driving its expansion. In conclusion, the Games market in Ivory Coast is experiencing significant growth due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The shift towards mobile gaming, the rise of esports, the vibrant youth culture, and the country's economic growth all contribute to the development of the market.

As these factors continue to evolve, the Games market in Ivory Coast is expected to further expand in the coming years.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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