Mobile Games - Gabon

  • Gabon
  • In Gabon, the revenue in the Mobile Games market market is forecasted to reach US$13.02m by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 8.04%, leading to an estimated market volume of US$19.17m by 2029.
  • The number of users in the Mobile Games market market is expected to reach 452.2k users by 2029.
  • User penetration is set to be 14.9% in 2024 and is projected to increase to 16.6% by 2029.
  • When compared globally, the highest revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market is forecasted to be US$35.07 in 2024.
  • In Gabon, the Mobile Games market is experiencing a surge in local developers creating culturally relevant gaming content for domestic audiences.

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

 
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Analyst Opinion

The Mobile Games market in Gabon is experiencing significant growth and development, driven by the increasing popularity of smartphones and the growing demand for entertainment options among the population.

Customer preferences:
In Gabon, customer preferences for mobile games are influenced by several factors. Firstly, the young population in the country has a strong affinity for technology and digital entertainment, making mobile games a popular choice for leisure and entertainment. Additionally, the convenience and accessibility of mobile games make them appealing to a wide range of consumers, including both urban and rural populations.

Trends in the market:
One of the key trends in the mobile games market in Gabon is the rise of casual and hyper-casual games. These types of games are easy to learn and play, making them highly appealing to casual gamers who are looking for quick and enjoyable gaming experiences. The availability of these games on mobile platforms has contributed to their growing popularity in Gabon. Another trend in the market is the increasing focus on localized content. Mobile game developers are recognizing the importance of catering to the specific preferences and cultural nuances of the Gabonese audience. By creating games that incorporate local themes, languages, and characters, developers are able to engage and resonate with the local population, leading to increased user engagement and retention.

Local special circumstances:
One of the unique aspects of the mobile games market in Gabon is the relatively low internet penetration rate. While smartphone adoption is increasing, access to high-speed internet remains limited in some areas. This has led to the development of mobile games that can be played offline or with minimal internet connectivity, allowing users to enjoy gaming experiences even in areas with limited internet access. Another special circumstance in Gabon is the prevalence of feature phones alongside smartphones. While smartphones are becoming more popular, feature phones still have a significant presence in the market. This has led to the development of mobile games that are compatible with both smartphones and feature phones, ensuring that a wider range of consumers can access and enjoy mobile gaming experiences.

Underlying macroeconomic factors:
The growth of the mobile games market in Gabon is also influenced by underlying macroeconomic factors. The country has experienced stable economic growth in recent years, leading to an increase in disposable income and consumer spending. This has allowed more individuals to afford smartphones and engage in mobile gaming, driving the demand for mobile games. Furthermore, the government of Gabon has implemented policies and initiatives to promote digitalization and technological innovation. This has created a favorable environment for the growth of the mobile games market, with increased investment in infrastructure and support for digital industries. In conclusion, the Mobile Games market in Gabon is experiencing significant growth and development, driven by the increasing popularity of smartphones, customer preferences for convenience and accessibility, and the rising demand for entertainment options. The market is characterized by the trends of casual and hyper-casual games, localized content, and the need for offline gaming experiences. Special circumstances such as limited internet penetration and the presence of feature phones also shape the market. The underlying macroeconomic factors of stable economic growth and government support for digitalization further contribute to the market's expansion.

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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