Mobile Games - Kenya

  • Kenya
  • In Kenya, revenue in the Mobile Games market market is projected to reach US$2.22m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.85%, resulting in a projected market volume of US$2.95m by 2029.
  • In the Mobile Games market market withKenya, the number of users is expected to amount to 16.0m users by 2029.
  • User penetration will be 20.8% in 2024 and is expected to hit 25.9% by 2029.
  • In global comparison, most revenue will be generated United States (US$34,300.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market in Kenya is projected to amount to US$0.19 in 2024.
  • In Kenya, the mobile gaming market is rapidly evolving, driven by increasing smartphone penetration and a growing interest in local content and narratives.

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

 
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Analyst Opinion

The Mobile Games market in Kenya 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:
Kenyan consumers have shown a strong preference for mobile games, with a significant portion of the population owning smartphones. This has created a large and diverse customer base for mobile game developers and publishers. In addition, Kenyan gamers have shown a preference for casual and puzzle games, which are easy to pick up and play in short bursts. This preference for casual games is likely due to the fact that many Kenyan gamers play games during their daily commute or in their free time.

Trends in the market:
One of the key trends in the Kenyan mobile games market is the rise of local game developers. Kenyan developers are creating games that are tailored to the local culture and preferences, which has resonated well with the Kenyan audience. This trend has not only led to the growth of the local game development industry but has also contributed to the overall growth of the mobile games market in Kenya. Another trend in the market is the increasing adoption of in-app purchases and mobile advertising as monetization strategies. As more Kenyan gamers become comfortable with making digital payments, developers are finding new ways to generate revenue from their games. In-app purchases allow gamers to unlock additional features or content within a game, while mobile advertising provides developers with a source of revenue through displaying ads to users.

Local special circumstances:
One of the unique factors in the Kenyan mobile games market is the prevalence of mobile money services, such as M-Pesa. These services have made it easier for Kenyan consumers to make digital payments, including in-app purchases. The convenience and accessibility of mobile money services have contributed to the growth of the mobile games market in Kenya, as it has made it easier for developers to monetize their games and for gamers to make purchases.

Underlying macroeconomic factors:
The growth of the mobile games market in Kenya is also influenced by the country's economic development and increasing smartphone penetration. Kenya has experienced steady economic growth in recent years, which has led to an increase in disposable income and a higher standard of living for many Kenyans. As a result, more people are able to afford smartphones and are willing to spend money on mobile games. Additionally, the increasing availability of affordable smartphones and the expansion of mobile networks have made it easier for Kenyans to access and download mobile games. The combination of these factors has created a favorable environment for the growth of the mobile games market in Kenya. In conclusion, the Mobile Games market in Kenya is experiencing significant growth due to the increasing popularity of smartphones, the preference for casual games, the rise of local game developers, the adoption of in-app purchases and mobile advertising, the prevalence of mobile money services, and the country's economic development and increasing smartphone penetration. These factors have created a thriving market for mobile games in Kenya, with a diverse customer base and opportunities for both local and international game developers.

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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