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.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
The Online Games market in Western Africa is experiencing significant growth and development. Customer preferences in the region are shifting towards online gaming due to several factors. Firstly, the increasing availability of affordable smartphones and internet connectivity has made online gaming more accessible to a wider population. Additionally, the younger demographic in Western Africa is highly tech-savvy and is increasingly drawn to the immersive and interactive nature of online games. The convenience of being able to play games anytime and anywhere is also a major factor driving the popularity of online gaming in the region. Trends in the market indicate a growing demand for multiplayer and competitive online games. Western African gamers are increasingly seeking social interaction and competition within the gaming community. This has led to the rise of esports and online gaming tournaments in the region, attracting both casual and professional gamers. The popularity of mobile gaming is also on the rise, with a wide variety of mobile games being developed and enjoyed by Western African gamers. Local special circumstances in Western Africa contribute to the development of the Online Games market. The region has a large youth population, which is a key demographic for the gaming industry. Furthermore, Western Africa has a vibrant and diverse culture, which provides a rich source of inspiration for game developers. Local game developers are increasingly creating games that reflect the unique cultural heritage of the region, appealing to both local and international gamers. Underlying macroeconomic factors also play a role in the growth of the Online Games market in Western Africa. The region has been experiencing economic growth in recent years, leading to an increase in disposable income. As a result, more individuals are able to afford gaming devices and invest in online gaming experiences. Additionally, the rise of digital payments and mobile money services in the region has made it easier for gamers to make in-app purchases and participate in online gaming communities. In conclusion, the Online Games market in Western Africa is developing rapidly due to shifting customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The increasing accessibility of online gaming, the demand for multiplayer and competitive experiences, the vibrant local culture, and the growing disposable income in the region all contribute to the growth and development of the market.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Nov 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights