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Key regions: United Kingdom, Germany, India, United States, South Korea
The Games market in Tanzania has been experiencing significant growth in recent years.
Customer preferences: Tanzanian consumers have shown a strong preference for mobile gaming. With the increasing availability of affordable smartphones and the expansion of mobile networks, more people in Tanzania now have access to mobile gaming. This has led to a rise in demand for mobile games, especially among the younger population. Additionally, Tanzanian gamers have shown a preference for multiplayer online games, as they provide opportunities for social interaction and competition.
Trends in the market: One of the key trends in the Tanzanian Games market is the shift towards digital distribution. With the increasing penetration of the internet and the rise of mobile gaming, more Tanzanian gamers are opting to download games digitally rather than purchasing physical copies. This trend is driven by the convenience and cost-effectiveness of digital distribution, as well as the availability of a wide range of games through online platforms. Another trend in the market is the growing popularity of eSports. Tanzanian gamers are increasingly participating in eSports tournaments and competitions, both locally and internationally. This trend is fueled by the rise of professional gaming teams, the establishment of dedicated eSports arenas, and the growing recognition of eSports as a legitimate form of entertainment. The increasing popularity of eSports has also attracted investments from both local and international companies, further driving the growth of the Games market in Tanzania.
Local special circumstances: One of the unique factors influencing the Games market in Tanzania is the country's young population. With a large percentage of the population under the age of 30, there is a significant market for games and gaming-related products. This youthful demographic is more likely to adopt new technologies and embrace gaming as a form of entertainment. Additionally, the growing middle class in Tanzania has also contributed to the growth of the Games market, as consumers have more disposable income to spend on gaming.
Underlying macroeconomic factors: The steady economic growth in Tanzania has played a significant role in the development of the Games market. As the economy continues to expand, more Tanzanians have access to disposable income, which they can allocate towards gaming. Furthermore, the increasing urbanization in the country has led to the development of shopping malls and entertainment centers, providing more opportunities for the distribution and sale of games. In conclusion, the Games market in Tanzania is witnessing growth due to the increasing popularity of mobile gaming, the shift towards digital distribution, the rise of eSports, the country's young population, and the steady economic growth. These factors have created a favorable environment for the development of the Games market in Tanzania, and the industry is expected to continue growing in the coming years.
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)