Games - Northern Africa

  • Northern Africa
  • In Northern Africa, the revenue in the Games market is forecasted to reach US$3,804.00m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 8.57%, leading to a projected market volume of US$5,738.00m by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (US$128.90bn in 2024).
  • Within the Games market, the number of users is expected to reach 86.3m users by 2029.
  • User penetration is projected to be 27.3% in 2024 and is set to increase to 30.7% by 2029.
  • The average revenue per user (ARPU) is forecasted to be [arpu_firstmarket_yeartoday].
  • In Northern Africa, the gaming industry is rapidly expanding, with a growing demand for interactive media content among the youth demographic.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Northern Africa has been experiencing significant growth in recent years, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Northern Africa have played a crucial role in the development of the Games market.

The region has a young population, with a high proportion of millennials and Gen Z individuals who are avid gamers. These consumers have a strong preference for mobile gaming, as smartphones are widely accessible and affordable. Additionally, online multiplayer games are popular, as they allow players to connect and compete with friends and other gamers from around the world.

The demand for immersive gaming experiences has also increased, leading to a rise in virtual reality (VR) and augmented reality (AR) games. Trends in the market have also contributed to the growth of the Games industry in Northern Africa. The region has seen an increase in the number of game development studios and independent developers, who are creating games tailored to the preferences of the local audience.

This has resulted in a diverse range of games that cater to different genres and interests. Furthermore, the rise of esports has gained traction in Northern Africa, with competitive gaming tournaments and events attracting a large following. This has created opportunities for professional gamers and has led to the establishment of dedicated esports organizations in the region.

Local special circumstances have also influenced the development of the Games market in Northern Africa. The region has a growing middle class with increasing disposable income, allowing more individuals to afford gaming consoles, PCs, and gaming accessories. Additionally, the availability of high-speed internet and improved infrastructure has facilitated online gaming and the adoption of digital distribution platforms.

Social media platforms have also played a significant role in promoting and popularizing games, as influencers and content creators showcase their gameplay experiences to a wide audience. Underlying macroeconomic factors have contributed to the growth of the Games market in Northern Africa. The region has witnessed economic stability and steady GDP growth, which has increased consumer spending power.

Furthermore, government initiatives and investments in the technology sector have supported the development of the gaming industry. This includes the establishment of incubators and funding programs for game developers, as well as the promotion of digital literacy and STEM education. In conclusion, the Games market in Northern Africa is experiencing significant growth due to customer preferences for mobile gaming and online multiplayer experiences, as well as trends in the market such as the rise of game development studios and esports.

Local special circumstances, including a growing middle class and improved infrastructure, have also played a role in the market's development. Additionally, underlying macroeconomic factors such as economic stability and government support have contributed to the growth of the Games industry in Northern Africa.

Methodology

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.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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