Online Games - Central Africa

  • Central Africa
  • In Central Africa, revenue in the Online Games market market is projected to reach US$36.87m in 2024.
  • Revenue in this region is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.84%, which will lead to a projected market volume of US$53.77m by 2029.
  • By 2029, the number of users in Central Africa's Online Games market market is expected to amount to 8.9m users.
  • User penetration in this market will be 7.3% in 2024 and is anticipated to increase to 8.0% by 2029.
  • In a global context, most revenue will be generated China, with figures reaching US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Central Africa is projected to be US$5.21 in 2024.
  • The online gaming market in Central Africa is experiencing significant growth, driven by increasing internet access and a youthful, tech-savvy population eager for entertainment.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Central Africa has been experiencing significant growth in recent years.

Customer preferences:
One of the main reasons for this growth is the increasing popularity of online gaming among the younger population in Central Africa. Online games provide a form of entertainment that is easily accessible and can be played anytime, anywhere. Additionally, online games often offer social features that allow players to connect and interact with friends and other players from around the world, which adds to their appeal.

Trends in the market:
The online games market in Central Africa is also benefiting from the increasing availability of affordable smartphones and internet access. As more people in the region gain access to these technologies, the potential customer base for online games expands. This trend is expected to continue as smartphone penetration rates continue to rise in Central Africa.

Local special circumstances:
In addition to the increasing popularity of online gaming, there are also some local special circumstances that are contributing to the growth of the market in Central Africa. One such circumstance is the lack of traditional gaming infrastructure in the region. Unlike in other parts of the world where gaming consoles and PCs are widely available, many people in Central Africa do not have access to these devices. As a result, online gaming on smartphones has become the primary way for people in the region to engage in gaming activities.

Underlying macroeconomic factors:
The growth of the online games market in Central Africa can also be attributed to underlying macroeconomic factors. The region has been experiencing economic growth in recent years, which has led to an increase in disposable income among the population. As a result, more people are able to afford smartphones and internet access, which in turn has fueled the demand for online games. Additionally, the youth population in Central Africa is growing rapidly, and this demographic is known to be highly engaged in online gaming. This combination of economic growth and a young population has created a favorable environment for the development of the online games market in the region. Overall, the Online Games market in Central Africa is experiencing significant growth due to customer preferences for accessible and social forms of entertainment, the increasing availability of affordable smartphones and internet access, the lack of traditional gaming infrastructure, and underlying macroeconomic factors such as economic growth and a young population. As these trends continue, the market is expected to further expand 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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