Mobile Games - Ghana

  • Ghana
  • In Ghana, revenue in the Mobile Games market market is projected to reach US$90.26m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.70%, which will result in a projected market volume of US$137.00m by 2029.
  • By 2029, the number of users in Ghana's Mobile Games market market is expected to amount to 8.2m users.
  • User penetration in Ghana will be 18.6% in 2024 and is anticipated to hit 21.5% by 2029.
  • In a global context, the most revenue will be generated United States, with US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in Ghana's Mobile Games market market is projected to amount to US$13.94 in 2024.
  • In Ghana, the mobile games market is rapidly evolving, driven by increasing smartphone penetration and a growing youth demographic seeking interactive entertainment.

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

 
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Analyst Opinion

The Mobile Games market in Ghana has been experiencing significant growth in recent years, driven by the increasing popularity of smartphones and the growing demand for entertainment on the go.

Customer preferences:
Ghanaians, like many other consumers worldwide, are increasingly turning to mobile games as a source of entertainment. The convenience and accessibility of playing games on smartphones have made it a popular choice among people of all ages. Additionally, the rise of social gaming and multiplayer options has further enhanced the appeal of mobile games, allowing users to connect and compete with friends and other players online.

Trends in the market:
One of the key trends in the Mobile Games market in Ghana is the shift towards free-to-play games with in-app purchases. This model allows users to download and play games for free, but offers optional in-game purchases to enhance the gaming experience. This trend has proven to be successful in Ghana, as it allows developers to reach a wider audience and monetize their games through microtransactions. Another trend in the market is the increasing popularity of hyper-casual games. These games are characterized by their simple gameplay mechanics and quick sessions, making them ideal for short bursts of entertainment. The hyper-casual genre has gained traction in Ghana due to its accessibility and the low data requirements, making it suitable for users with limited internet connectivity.

Local special circumstances:
In Ghana, the high cost of data and limited internet connectivity are significant factors that influence the Mobile Games market. Many Ghanaians have limited access to reliable internet connections, which can affect their ability to download and play mobile games. As a result, developers need to consider the data requirements of their games and optimize them for low-bandwidth environments.

Underlying macroeconomic factors:
Ghana's growing economy and increasing smartphone penetration have contributed to the development of the Mobile Games market. As more Ghanaians gain access to smartphones, the potential user base for mobile games expands. Additionally, the government's efforts to improve internet infrastructure and reduce the cost of data have also played a role in driving the growth of the market. In conclusion, the Mobile Games market in Ghana is experiencing growth due to the increasing popularity of smartphones, customer preferences for mobile entertainment, and the availability of affordable data plans. Developers should continue to focus on creating engaging and accessible games that cater to the unique needs and circumstances of the Ghanaian market.

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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