Online Games - Gabon

  • Gabon
  • In Gabon, the revenue in the Online Games market market is forecasted to reach US$2.08m by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.50%, leading to a projected market volume of US$2.85m by 2029.
  • By 2029, the number of users in the Online Games market market is expected to reach 287.1k users.
  • User penetration is set to be 10.1% in 2024 and is projected to increase to 10.5% by 2029.
  • When compared globally, in China is expected to generate the most revenue (US$6,532.00m in 2024) in the Online Games market market.
  • The average revenue per user (ARPU) in the Online Games market market is forecasted to be US$8.31 by 2024.
  • Gabon's growing youth population is driving a surge in online gaming consumption, shaping the media market landscape in the country.

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

 
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Analyst Opinion

The Online Games market in Gabon 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 Gabon are shifting towards online games due to their convenience, accessibility, and entertainment value.

With the increasing availability of smartphones and internet connectivity, more people in Gabon are able to access online games and enjoy them in their leisure time. Additionally, the younger population in Gabon is particularly drawn to online gaming, as it provides them with a form of entertainment and social interaction. Trends in the market also contribute to the development of the Online Games market in Gabon.

The global gaming industry has been experiencing rapid growth, and this trend is reflected in the Gabonese market as well. The introduction of new technologies, such as virtual reality and augmented reality, has further enhanced the gaming experience and attracted more users. Furthermore, the rise of esports, where professional gamers compete in organized tournaments, has gained popularity in Gabon, leading to increased interest and participation in online gaming.

Local special circumstances in Gabon also play a role in the development of the Online Games market. Gabon has a relatively small population compared to other countries, which creates a niche market for online gaming companies to target. Additionally, the Gabonese government has recognized the potential of the gaming industry and has implemented policies to support its growth.

This includes investing in infrastructure to improve internet connectivity and promoting local game development through incentives and grants. Underlying macroeconomic factors contribute to the growth of the Online Games market in Gabon as well. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income among the population.

This allows individuals to spend more on leisure activities, including online gaming. Furthermore, the Gabonese currency, the Central African CFA franc, has remained stable, which provides a favorable environment for international companies to enter the market and invest in the Online Games sector. Overall, the Online Games market in Gabon is developing rapidly due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

As more people in Gabon embrace online gaming and the industry continues to innovate, the market is expected to grow further 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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