Mobile Games - Tanzania

  • Tanzania
  • In Tanzania, revenue in the Mobile Games market market is projected to reach US$56.70m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.69%, leading to a projected market volume of US$82.12m by 2029.
  • Furthermore, in Tanzania's Mobile Games market market, the number of users is anticipated to reach 11.6m users by 2029.
  • User penetration is expected to be 13.2% in 2024 and is projected to rise to 14.6% by 2029.
  • In a global context, the majority of revenue will be generated United States, with an expected amount of US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in Tanzania's Mobile Games market market is forecasted to be US$6.19 in 2024.
  • Tanzania’s mobile gaming market is experiencing a surge in popularity, driven by increased smartphone accessibility and a burgeoning youth demographic eager for digital entertainment.

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

 
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Analyst Opinion

The Mobile Games market in Tanzania is experiencing significant growth and development, driven by various factors. Customer preferences in Tanzania are shifting towards mobile gaming due to the increasing availability and affordability of smartphones. With the expansion of mobile network coverage and the decreasing prices of data plans, more Tanzanians are able to access and enjoy mobile games. Additionally, the younger population in Tanzania, who are more tech-savvy and open to new forms of entertainment, are embracing mobile gaming as a popular pastime. Trends in the market show that there is a growing demand for both casual and competitive mobile games in Tanzania. Casual games, such as puzzle games and endless runners, are popular among users who seek quick and easy entertainment. On the other hand, competitive games, such as multiplayer online battle arena (MOBA) games and first-person shooters (FPS), are gaining traction among gamers who enjoy the challenge and social interaction that these games offer. Local special circumstances also contribute to the development of the Mobile Games market in Tanzania. The country has a vibrant and active gaming community, with regular gaming events and tournaments taking place. These events not only foster a sense of community among gamers but also provide an opportunity for local game developers to showcase their talents and gain recognition. This local support and enthusiasm for gaming create a favorable environment for the growth of the Mobile Games market. Underlying macroeconomic factors further drive the development of the Mobile Games market in Tanzania. The country has been experiencing steady economic growth, which has led to an increase in disposable income among Tanzanians. As a result, more people are able to afford smartphones and allocate a portion of their income towards mobile gaming. Furthermore, the government's efforts to improve digital infrastructure and promote the digital economy have also contributed to the expansion of the Mobile Games market. In conclusion, the Mobile Games market in Tanzania is growing rapidly due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. As smartphone penetration continues to increase and mobile network coverage expands, the Mobile Games market in Tanzania 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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