Online Games - Northern Africa

  • Northern Africa
  • In Northern Africa, the revenue in the Online Games market market is forecasted to reach US$123.60m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.81%, leading to a projected market volume of US$171.80m by 2029.
  • By 2029, the number of users in the Online Games market market is expected to reach 36.0m users.
  • The user penetration is set to be 11.6% in 2024 and is projected to increase to 12.8% by 2029.
  • When compared globally, the majority of revenue will originate from in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market market is estimated to be US$4.08 in 2024.
  • In Northern Africa, the online gaming market is experiencing rapid growth, driven by increased internet penetration and a growing youth demographic.

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

 
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Analyst Opinion

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

Customer preferences:
Northern African customers have shown a strong preference for online games due to their convenience and accessibility. The rise of smartphones and the increasing availability of affordable internet access have made it easier for people in the region to engage in online gaming. Additionally, the younger population in Northern Africa has shown a particular interest in online games, driving the growth of the market.

Trends in the market:
One of the key trends in the Northern African online games market is the increasing popularity of mobile gaming. Mobile games have become the preferred choice for many consumers due to their ease of use and the ability to play on the go. This trend is expected to continue as smartphone penetration in the region continues to rise. Another trend in the market is the growth of multiplayer online games. These games allow players to connect and interact with each other in a virtual world, providing a social aspect to the gaming experience. This trend is driven by the desire for social interaction and the opportunity to connect with friends and other players.

Local special circumstances:
Northern Africa has a large youth population, which is a key factor contributing to the growth of the online games market. Young people in the region are increasingly turning to online games as a form of entertainment and a way to connect with others. The social aspect of online gaming is particularly appealing to this demographic, as it provides an opportunity to make new friends and interact with others who share similar interests.

Underlying macroeconomic factors:
The growth of the online games market in Northern Africa can be attributed to several underlying macroeconomic factors. Firstly, the region has experienced economic growth in recent years, leading to an increase in disposable income. This has allowed more people to afford smartphones and internet access, making online gaming more accessible. Furthermore, the rapid technological advancements in the region have also played a role in the growth of the online games market. The availability of high-speed internet and the expansion of mobile networks have made it easier for people to access and play online games. Additionally, the increasing popularity of e-sports and competitive gaming has also contributed to the growth of the market, as more players are looking for opportunities to compete and showcase their skills. In conclusion, the Online Games market in Northern Africa has been growing rapidly due to customer preferences for convenience and accessibility, the popularity of mobile gaming, the rise of multiplayer online games, the large youth population in the region, and underlying macroeconomic factors such as economic growth and technological advancements. As these trends continue to evolve, the online games market in Northern Africa 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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