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Online Games - Northern Africa

Northern Africa
  • In Northern Africa, revenue in the Online Games market market is projected to reach US$123.60m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.80%, leading to a projected market volume of US$171.80m by 2029.
  • Within the Online Games market market in Northern Africa, the number of users is expected to reach 36.0m users by 2029.
  • User penetration in Northern Africa will be 11.6% in 2024 and is anticipated to increase to 12.8% by 2029.
  • In a global context, the majority of revenue will be generated China, which is expected to generate US$6.53bn in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Northern Africa is projected to be US$4.08 in 2024.
  • In Northern Africa, particularly in Egypt, the online gaming market is experiencing rapid growth fueled by increased internet accessibility and a youthful demographic.

Definition:

Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Free-to-play games with in-game purchases for additional premium contents or functionalities
  • Massive multiplayer online games (MMOGs)

Out-Of-Scope

  • Sale of physical video games
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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