Games - Kenya

  • Kenya
  • In Kenya, revenue in the Games market is projected to reach US$334.50m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 10.09%, leading to a projected market volume of US$541.00m by 2029.
  • Comparatively, United States is anticipated to generate the most revenue globally, with US$128.10bn expected in 2024.
  • In the Games market withKenya, the number of users is projected to amount to 18.9m users by 2029.
  • User penetration in Kenya will be 25.8% in 2024 and is expected to rise to 30.6% by 2029.
  • The average revenue per user (ARPU) in this market is expected to be US$370.80.
  • In Kenya, the Games in the Media market is experiencing a surge in mobile gaming popularity, driven by increasing smartphone penetration and youth engagement.

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

 
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Analyst Opinion

The Games market in Kenya is experiencing significant growth and development, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the Games market in Kenya are shifting towards more immersive and interactive gaming experiences. With the increasing availability of high-speed internet and affordable smartphones, more Kenyan consumers are accessing online and mobile games. This has led to a rise in demand for multiplayer and social gaming, where players can connect and compete with friends and other gamers from around the world. Additionally, there is a growing interest in virtual reality (VR) and augmented reality (AR) games, which provide a more immersive and realistic gaming experience. Trends in the market reflect the growing popularity of mobile gaming in Kenya. The widespread adoption of smartphones has made gaming more accessible to a larger segment of the population. Mobile games are not only convenient and portable, but they also offer a wide variety of genres and gameplay options. As a result, mobile gaming has become a dominant segment in the Kenyan Games market, with a wide range of local and international game developers creating games specifically tailored to the Kenyan audience. Local special circumstances also contribute to the development of the Games market in Kenya. The country has a young and tech-savvy population, with a high percentage of the population being under the age of 35. This demographic is more likely to engage in gaming and has a higher disposable income to spend on games and in-game purchases. Furthermore, Kenya has a vibrant and growing tech startup ecosystem, which has fostered the development of local game studios and developers. These local game developers are creating games that resonate with the Kenyan culture and preferences, further driving the growth of the Games market. Underlying macroeconomic factors also play a role in the development of the Games market in Kenya. The country has been experiencing steady economic growth in recent years, resulting in an increase in disposable income and purchasing power. This has allowed more Kenyan consumers to afford gaming devices and invest in gaming experiences. Additionally, the government has been investing in improving infrastructure, including internet connectivity, which has further facilitated the growth of the online and mobile gaming sectors. In conclusion, the Games market in Kenya is developing rapidly, driven by changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The shift towards more immersive and interactive gaming experiences, the growing popularity of mobile gaming, the young and tech-savvy population, the presence of local game developers, and the improving macroeconomic conditions all contribute to the growth and development of the Games market in Kenya.

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
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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