Online Games - Ghana

  • Ghana
  • In Ghana, revenue in the Online Games market market is projected to reach US$12.55m in 2024.
  • It is expected that revenue will demonstrate an annual growth rate (CAGR 2024-2029) of 7.84%, which will lead to a projected market volume of US$18.30m by 2029.
  • By 2029, the number of users in the Online Games market market in Ghana is anticipated to amount to 4.4m users.
  • User penetration in Ghana will be 10.4% in 2024 and is expected to increase to 11.5% by 2029.
  • In a global context, the majority of revenue is projected to be generated China, with an estimated figure of US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in Ghana's Online Games market market is projected to reach US$3.46 in 2024.
  • In Ghana, the surge in mobile internet accessibility is significantly enhancing the popularity and engagement levels of online gaming among the youth demographic.

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

 
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Analyst Opinion

The Online Games market in Ghana has been experiencing significant growth in recent years, driven by the increasing popularity of gaming among the population.

Customer preferences:
Ghanaians have shown a growing interest in online games, with a particular focus on mobile gaming. This can be attributed to the widespread availability of smartphones and affordable data plans, which have made gaming more accessible to a larger segment of the population. Additionally, Ghanaians have shown a preference for multiplayer online games, as they provide opportunities for social interaction and competition.

Trends in the market:
One of the key trends in the online games market in Ghana is the rise of local game developers and studios. These developers have been creating games that are tailored to the preferences and interests of the local population, incorporating elements of Ghanaian culture and storytelling. This has resonated with gamers in the country and has contributed to the growth of the market. Another trend in the market is the increasing adoption of esports in Ghana. Esports tournaments and events have gained traction in the country, attracting both professional and amateur gamers. This has created opportunities for local players to showcase their skills and compete at a global level. The growing interest in esports has also led to the establishment of esports organizations and the development of dedicated gaming arenas.

Local special circumstances:
One of the unique characteristics of the online games market in Ghana is the strong sense of community among gamers. Online gaming has become a social activity, with players forming communities and engaging in online forums and platforms to connect with like-minded individuals. This sense of community has fostered a supportive and collaborative gaming culture in Ghana.

Underlying macroeconomic factors:
The growth of the online games market in Ghana can be attributed to several underlying macroeconomic factors. Firstly, the country has experienced steady economic growth in recent years, which has led to an increase in disposable income among the population. This has allowed more Ghanaians to afford gaming devices and invest in online games. Secondly, the improvement in internet infrastructure and the expansion of mobile networks have played a crucial role in the growth of the online games market. The availability of reliable and high-speed internet connections has made it easier for Ghanaians to access online games and participate in multiplayer gaming experiences. Lastly, the young and tech-savvy population in Ghana has been a driving force behind the growth of the online games market. The country has a large youth population who are enthusiastic about technology and gaming, creating a strong demand for online games. In conclusion, the online games market in Ghana has experienced significant growth due to the increasing popularity of gaming, the rise of local game developers, the adoption of esports, the strong sense of community among gamers, and underlying macroeconomic factors such as economic growth, improved internet infrastructure, and a young and tech-savvy population.

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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