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Key regions: United Kingdom, Germany, India, United States, South Korea
The Games market in Mozambique is experiencing significant growth and development in recent years.
Customer preferences: Mozambican consumers have shown a strong preference for video games across various platforms, including consoles, PCs, and mobile devices. The rise in popularity of smartphones has made gaming more accessible to a larger audience, leading to a surge in mobile gaming. Additionally, multiplayer online games have gained traction among Mozambican gamers, as they offer social interaction and competition with players from around the world.
Trends in the market: One of the key trends in the Mozambican Games market is the increasing demand for virtual reality (VR) gaming. VR technology has become more affordable and accessible, allowing gamers to immerse themselves in a virtual world and have an enhanced gaming experience. This trend is driven by the desire for a more immersive and realistic gaming experience among Mozambican gamers. Another trend in the market is the growing popularity of esports. Competitive gaming has gained a significant following in Mozambique, with organized tournaments and events attracting both players and spectators. Esports has become a professional career path for many Mozambican gamers, who compete in national and international tournaments for cash prizes and recognition.
Local special circumstances: Mozambique's relatively young population and increasing disposable income have contributed to the growth of the Games market. The country has a large youth demographic, who are avid gamers and willing to spend on gaming products and services. Additionally, the expansion of internet connectivity and the availability of affordable smartphones have made gaming more accessible to a wider audience.
Underlying macroeconomic factors: The growth of the Games market in Mozambique can be attributed to several underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has resulted in an increase in disposable income. This has allowed consumers to spend more on leisure activities, including gaming. Furthermore, the government's efforts to improve the country's infrastructure, including the expansion of internet connectivity, have played a significant role in the development of the Games market. Increased access to high-speed internet has allowed Mozambican gamers to connect with players from around the world and participate in online gaming communities. In conclusion, the Games market in Mozambique is thriving due to the preferences of Mozambican consumers for video games, including mobile gaming and multiplayer online games. The market is also influenced by trends such as the growing demand for VR gaming and the popularity of esports. The country's young population, increasing disposable income, and improved infrastructure have further fueled the growth of the market.
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)