Mobile Games - Western Africa

  • Western Africa
  • In Western Africa, the revenue in the Mobile Games market market is forecasted to reach US$233.90m in 2024.
  • The revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 8.11%, leading to a projected market volume of US$345.50m by 2029.
  • By 2029, the number of users in the Mobile Games market market is expected to reach 147.5m users.
  • User penetration is set to be 27.0% in 2024 and is projected to reach 31.7% by 2029.
  • When compared globally, in China is expected to generate the most revenue (US$34,660.00m in 2024) in the Mobile Games market market.
  • The average revenue per user (ARPU) in the Mobile Games market market is projected to be US$2.10 in 2024.
  • The mobile games market in Nigeria is booming, with a growing number of local developers creating culturally relevant content for a diverse audience.

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

 
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Analyst Opinion

The Mobile Games market in Western Africa is experiencing significant growth and development.

Customer preferences:
Customers in Western Africa have shown a strong preference for mobile gaming, with a growing number of people using smartphones and tablets to play games. This preference can be attributed to the convenience and accessibility of mobile gaming, as well as the increasing availability of high-quality games on mobile platforms.

Trends in the market:
One of the key trends in the Mobile Games market in Western Africa is the rise of local game developers. These developers are creating games that are tailored to the preferences and interests of the local population, which has resulted in a surge in popularity for locally-developed games. This trend is driven by the desire to create culturally-relevant content that resonates with the target audience, as well as the increasing recognition of the talent and creativity of local game developers. Another trend in the market is the increasing popularity of multiplayer and social gaming. Western African gamers are increasingly seeking out games that allow them to connect and compete with friends and other players, both locally and internationally. This trend is driven by the desire for social interaction and the sense of community that multiplayer gaming provides.

Local special circumstances:
One of the unique circumstances in the Mobile Games market in Western Africa is the prevalence of low-cost smartphones. Many consumers in the region are unable to afford high-end smartphones, but still have access to affordable devices that are capable of running mobile games. This has contributed to the widespread adoption of mobile gaming in the region, as it has made gaming accessible to a larger segment of the population.

Underlying macroeconomic factors:
The growth of the Mobile Games market in Western Africa can be attributed to several underlying macroeconomic factors. One of the key factors is the increasing purchasing power of consumers in the region, as economic growth has led to rising incomes and discretionary spending. This has allowed more consumers to afford smartphones and tablets, which has in turn fueled the growth of the mobile gaming market. Additionally, improvements in internet connectivity and the expansion of mobile networks have also contributed to the growth of the market. As more consumers gain access to reliable and high-speed internet, they are able to download and play mobile games more easily. This has created a larger potential customer base for game developers and publishers in the region. In conclusion, the Mobile Games market in Western Africa is experiencing significant growth and development due to customer preferences for mobile gaming, the rise of local game developers, the popularity of multiplayer and social gaming, the prevalence of low-cost smartphones, and underlying macroeconomic factors such as increasing purchasing power and improved internet connectivity.

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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