Online Games - Namibia

  • Namibia
  • Revenue in Namibia's Online Games market market is forecasted to reach US$1.44m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 8.14%, leading to a projected market volume of US$2.13m by 2029.
  • By 2029, the number of users in Namibia's Online Games market market is expected to reach 308.4k users.
  • User penetration is set to be 9.5% in 2024 and is projected to increase to 10.8% by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in Namibia's Online Games market market is forecasted to be US$5.70 in 2024.
  • Namibia's online gaming market is experiencing a surge in popularity, with a growing number of local developers creating innovative media content for global audiences.

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

 
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Analyst Opinion

The Online Games market in Namibia has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of internet access. Customer preferences in Namibia have shifted towards online gaming due to its convenience and accessibility.

With the proliferation of smartphones and affordable data plans, more people in Namibia now have access to the internet, allowing them to play online games anytime and anywhere. Additionally, the younger population in Namibia, who are more tech-savvy, have shown a strong interest in online gaming, driving the demand for online games in the country. Trends in the market indicate that the popularity of multiplayer online games has been on the rise in Namibia.

These games allow players to interact and compete with each other in real-time, creating a more immersive and engaging gaming experience. The social aspect of multiplayer online games appeals to Namibian gamers, as they can connect with friends and other players from around the world while playing their favorite games. Another trend in the Namibian Online Games market is the increasing popularity of mobile gaming.

Mobile games are easily accessible and can be played on smartphones, which are more affordable and widely available compared to gaming consoles or PCs. This accessibility has made mobile gaming a preferred choice for many Namibian gamers, contributing to the growth of the Online Games market in the country. Local special circumstances in Namibia, such as limited physical entertainment options and a growing middle class, have also contributed to the development of the Online Games market.

With limited options for entertainment, online gaming has emerged as a popular form of leisure activity in Namibia. Additionally, the growing middle class in the country has more disposable income to spend on entertainment, including online games. Underlying macroeconomic factors, such as the increasing internet penetration rate and economic growth in Namibia, have provided a favorable environment for the growth of the Online Games market.

The government of Namibia has been investing in improving internet infrastructure and promoting digital literacy, leading to a higher internet penetration rate in the country. Furthermore, the country's economic growth has resulted in an increase in disposable income, allowing more people to afford online gaming. In conclusion, the Online Games market in Namibia is developing rapidly due to changing customer preferences, the increasing popularity of multiplayer and mobile gaming, local special circumstances, and underlying macroeconomic factors.

As internet access continues to improve and the middle class expands, the Online Games market in Namibia is expected to continue its growth trajectory 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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