Mobile Games - Zimbabwe

  • Zimbabwe
  • In Zimbabwe, revenue in the Mobile Games market market is projected to reach US$38.89m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.62%, leading to a projected market volume of US$56.15m by 2029.
  • The number of users in Zimbabwe's Mobile Games market market is anticipated to amount to 3.4m users by 2029.
  • User penetration in the country will be 14.8% in 2024 and is expected to increase to 17.9% by 2029.
  • In a global context, the highest revenue is projected to be generated United States, with figures at US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in Zimbabwe's Mobile Games market market is projected to reach US$15.48 in 2024.
  • In Zimbabwe, the mobile games market is witnessing a surge in interest, driven by increasing smartphone penetration and a youthful demographic eager for digital entertainment.

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

 
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Analyst Opinion

The Mobile Games market in Zimbabwe is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Zimbabwe are shifting towards mobile gaming due to its convenience and accessibility. With the increasing penetration of smartphones and improving internet connectivity, more people are turning to mobile games as a form of entertainment. The younger population, in particular, is highly engaged in mobile gaming, seeking immersive and interactive experiences on their devices. Trends in the market indicate a growing demand for mobile games in Zimbabwe. Game developers are capitalizing on this trend by creating localized content that resonates with the local audience. This includes incorporating cultural elements, local languages, and familiar settings into the games. Additionally, the rise of multiplayer and social gaming has further fueled the growth of the mobile games market as people are looking for ways to connect and interact with others virtually. Local special circumstances in Zimbabwe contribute to the development of the mobile games market. The country has a vibrant and creative tech community that is actively involved in game development. This has led to the emergence of local game studios and developers who are creating unique and engaging games specifically tailored for the Zimbabwean market. Furthermore, the affordability of smartphones and data plans has made mobile gaming accessible to a wider population, including those in rural areas. Underlying macroeconomic factors also play a role in the growth of the mobile games market in Zimbabwe. The country has experienced economic challenges in recent years, leading to high unemployment rates and limited disposable income. As a result, people are seeking affordable forms of entertainment, and mobile gaming provides an accessible and cost-effective option. Additionally, the growth of the mobile games market contributes to job creation in the tech industry, offering employment opportunities for local developers and supporting the overall economy. In conclusion, the Mobile Games market in Zimbabwe is witnessing significant growth and development driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. With the increasing popularity of mobile gaming and the efforts of local game developers, the industry is expected to continue its upward trajectory 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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