Mobile Games - Morocco

  • Morocco
  • In Morocco, revenue in the Mobile Games market market is projected to reach US$14.26m in 2024.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 10.69%, leading to a projected market volume of US$23.70m by 2029.
  • The number of users in the Mobile Games market market in Morocco is anticipated to amount to 12.9m users by 2029.
  • User penetration in Morocco will be 28.1% in 2024 and is expected to increase to 32.4% by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to reach US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in Morocco's Mobile Games market market is projected to amount to US$1.33 in 2024.
  • In Morocco, the mobile games market is rapidly evolving, driven by increasing smartphone penetration and a growing youth population eager for interactive entertainment.

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

 
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Analyst Opinion

The Mobile Games market in Morocco has been experiencing significant growth in recent years, driven by the increasing popularity of smartphones and the growing interest in mobile gaming among the population.

Customer preferences:
Moroccan consumers have shown a strong preference for mobile games, with a significant portion of the population engaging in gaming activities on their smartphones. This can be attributed to several factors, including the convenience and portability of mobile gaming, as well as the wide variety of games available on mobile platforms. Additionally, the relatively low cost of mobile games compared to traditional gaming consoles has made them more accessible to a larger audience.

Trends in the market:
One of the key trends in the Moroccan mobile games market is the rise of casual and hyper-casual games. These types of games are easy to learn and play, making them popular among casual gamers who are looking for quick entertainment during their free time. The simplicity and addictive nature of these games have contributed to their widespread popularity. Another trend in the market is the increasing focus on localized content. Game developers are recognizing the importance of catering to the specific preferences and cultural nuances of the Moroccan audience. This has led to the development of games that incorporate local themes, characters, and references, which resonate well with the local population and contribute to a more immersive gaming experience.

Local special circumstances:
Morocco has a large and growing young population, with a significant portion of the population falling within the target demographic for mobile games. This demographic, coupled with increasing smartphone penetration and internet connectivity, has created a favorable environment for the growth of the mobile games market in the country. Additionally, the government has been supportive of the digital gaming industry, providing incentives and support to local game developers and fostering an environment conducive to innovation and growth.

Underlying macroeconomic factors:
The overall economic growth in Morocco has had a positive impact on the mobile games market. As disposable incomes rise, more individuals have the means to purchase smartphones and engage in mobile gaming. Furthermore, the increasing availability of affordable smartphones and internet connectivity has made mobile gaming more accessible to a larger segment of the population. In conclusion, the Mobile Games market in Morocco is experiencing significant growth due to the preferences of Moroccan consumers for mobile gaming, the rise of casual and hyper-casual games, the focus on localized content, the large and growing young population, and the overall economic growth in the country. These factors, combined with the support of the government and the increasing availability of affordable smartphones, have created a favorable environment for the development and expansion of the mobile games market in Morocco.

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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