Online Games - Zimbabwe

  • Zimbabwe
  • In Zimbabwe, revenue in the Online Games market market is projected to reach US$5.77m in 2024.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.47%, resulting in a projected market volume of US$9.07m by 2029.
  • Additionally, the number of users in Zimbabwe's Online Games market market is anticipated to amount to 2.0m users by 2029.
  • User penetration in Zimbabwe will be 8.9% in 2024 and is expected to increase to 10.5% by 2029.
  • In a global context, most revenue in the Online Games market market will be generated China, which is projected to reach US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in Zimbabwe's Online Games market market is projected to be US$3.81 in 2024.
  • In Zimbabwe, the online gaming market is experiencing a surge in popularity, driven by increasing internet accessibility and a youthful demographic eager for interactive entertainment.

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

 
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Analyst Opinion

The Online Games market in Zimbabwe has been experiencing significant growth and development in recent years.

Customer preferences:
Customers in Zimbabwe have shown a strong preference for online games, as they offer a convenient and accessible form of entertainment. Online games provide individuals with the opportunity to engage in immersive and interactive experiences, allowing them to escape from the realities of everyday life. Additionally, online games often offer social features, allowing players to connect and interact with others, which is particularly appealing in a country where socializing and community are highly valued.

Trends in the market:
One of the key trends in the online games market in Zimbabwe is the increasing popularity of mobile gaming. With the widespread availability of smartphones and affordable data plans, more and more people are accessing online games through their mobile devices. This trend is driven by the convenience and portability of mobile gaming, as individuals can play games anytime and anywhere. As a result, there has been a surge in the development of mobile gaming apps and platforms, catering to the growing demand. Another trend in the market is the rise of esports in Zimbabwe. Esports, or competitive gaming, has gained significant traction globally, and Zimbabwe is no exception. The country has seen the emergence of esports tournaments and events, attracting both local and international participants. This trend is driven by the increasing recognition of esports as a legitimate sport and the growing interest in competitive gaming among the younger generation. Esports not only provides entertainment but also offers opportunities for professional gaming careers and the potential to earn income through sponsorships and prize money.

Local special circumstances:
Zimbabwe has a relatively young population, with a high percentage of individuals under the age of 30. This demographic profile has contributed to the growth of the online games market, as young people are more likely to engage in gaming activities. Additionally, the country has a strong internet infrastructure, with increasing internet penetration rates. This has facilitated the growth of online gaming, as individuals have easier access to the internet and can participate in online gaming activities.

Underlying macroeconomic factors:
Zimbabwe has experienced economic challenges in recent years, with high unemployment rates and limited job opportunities. This has led to a greater reliance on online games as a form of entertainment and escapism. Online games provide an affordable source of entertainment, as individuals can access free or low-cost games without the need for expensive gaming consoles or equipment. The online games market has also created employment opportunities in areas such as game development and esports management, contributing to the overall economy. In conclusion, the Online Games market in Zimbabwe is experiencing significant growth and development due to customer preferences for convenient and accessible entertainment, the increasing popularity of mobile gaming, the rise of esports, the country's young population and strong internet infrastructure, and underlying macroeconomic factors such as high unemployment rates and limited job opportunities.

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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