Mobile Games - Mozambique

  • Mozambique
  • In Mozambique, revenue in the Mobile Games market market is projected to reach US$12.99m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.50%, leading to a projected market volume of US$20.45m by 2029.
  • The number of users in the Mobile Games market market in Mozambique is anticipated to amount to 7.0m users by 2029.
  • User penetration in Mozambique will be 14.5% in 2024 and is expected to increase to 17.5% 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 Mozambique's Mobile Games market market is projected to be US$2.57 in 2024.
  • The mobile games market in Mozambique is experiencing a surge in popularity, driven by increased smartphone penetration and growing interest in local content.

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

 
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Analyst Opinion

The Mobile Games market in Mozambique is experiencing significant growth and development, driven by various factors such as customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Mozambique are shifting towards mobile gaming, as more and more people are embracing smartphones and tablets as their primary gaming devices. This shift can be attributed to the increasing affordability and accessibility of mobile devices, as well as the convenience of playing games on the go. Additionally, the younger population in Mozambique, which represents a significant portion of the market, is more inclined towards mobile gaming due to its interactive and engaging nature. Trends in the market indicate a growing demand for mobile games in Mozambique. Game developers are capitalizing on this trend by creating a wide variety of games that cater to different interests and preferences. From casual puzzle games to action-packed multiplayer games, there is something for everyone in the Mozambican mobile gaming market. Moreover, the availability of localized content and language options in mobile games is also contributing to the market's growth, as it enhances the overall gaming experience for users. Local special circumstances in Mozambique, such as the lack of access to traditional gaming consoles and PCs, have further fueled the popularity of mobile games. With limited resources and infrastructure for console gaming, mobile devices have become the go-to choice for gaming enthusiasts in the country. The portability and affordability of mobile devices make them a viable option for individuals who want to experience gaming without the need for expensive equipment. Underlying macroeconomic factors, such as the increasing disposable income and improving internet connectivity in Mozambique, are also driving the growth of the mobile games market. As more people have access to smartphones and affordable data plans, the potential customer base for mobile games expands. Additionally, the rise of mobile payment platforms in the country has made it easier for users to purchase in-game items and unlock additional features, further boosting the revenue generated by the mobile games market. In conclusion, the Mobile Games market in Mozambique is witnessing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The increasing popularity of mobile gaming, the availability of a wide range of games, and the lack of access to traditional gaming platforms are key drivers of this growth. With the continued improvement of internet connectivity and the rising disposable income in the country, the mobile games market in Mozambique is expected to thrive 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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