Mobile Games - Cameroon

  • Cameroon
  • Revenue in the Mobile Games market is projected to reach US$57.93m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.94%, resulting in a projected market volume of US$93.05m by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 5.8m users by 2029.
  • User penetration will be 14.2% in 2024 and is expected to hit 17.3% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$13.88 in 2024.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Cameroon is experiencing significant growth and development.

Customer preferences:
Cameroonians have shown a strong interest in mobile games, with a growing number of people engaging in gaming activities on their smartphones. This can be attributed to the increasing availability of affordable smartphones and the improving internet infrastructure in the country. Additionally, the convenience and portability of mobile games make them an attractive form of entertainment for people on the go.

Trends in the market:
One notable trend in the Mobile Games market in Cameroon is the rise of hyper-casual games. These games are characterized by their simple gameplay mechanics and short play sessions, making them highly accessible and appealing to a wide audience. The popularity of hyper-casual games can be attributed to their ease of use and the fact that they do not require a significant time commitment, making them ideal for casual gamers. Another trend in the market is the increasing popularity of multiplayer mobile games. Cameroonians are showing a growing interest in playing games with their friends and family, either locally or online. This trend can be attributed to the social nature of gaming, as well as the desire for friendly competition and interaction. Multiplayer mobile games provide a platform for people to connect and engage with others, fostering a sense of community and camaraderie.

Local special circumstances:
Cameroon has a young and tech-savvy population, which contributes to the growth of the Mobile Games market. The country has a high smartphone penetration rate, with a large portion of the population owning and using smartphones. This provides a ready market for mobile games, as people have the necessary devices to access and play games. Furthermore, the relatively low cost of mobile data in Cameroon has made it more affordable for people to engage in online activities, including playing mobile games. This has contributed to the increasing popularity of online multiplayer games, as people can easily connect and play with others without incurring high data costs.

Underlying macroeconomic factors:
The growing Mobile Games market in Cameroon can also be attributed to the country's overall economic development and increasing disposable income. As the economy improves, more people have the means to purchase smartphones and engage in recreational activities such as gaming. Additionally, the government of Cameroon has recognized the potential of the digital economy, including the mobile games sector, and has implemented policies to support its growth. This includes investing in infrastructure development, such as expanding internet connectivity and promoting digital literacy. These initiatives have created an enabling environment for the Mobile Games market to thrive. In conclusion, the Mobile Games market in Cameroon is experiencing significant growth and development, driven by customer preferences for accessible and social gaming experiences. The rise of hyper-casual and multiplayer games, coupled with the country's young and tech-savvy population, affordable mobile data, and supportive government policies, have contributed to the market's expansion. As Cameroon's economy continues to grow and more people gain access to smartphones, the Mobile Games market is expected to further flourish 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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