Games - Western Africa

  • Western Africa
  • In Western Africa, revenue in the Games market is projected to reach US$3,445.00m in 2024.
  • This revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 9.26%, leading to a projected market volume of US$5,363.00m by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to reach US$128.10bn in 2024.
  • Within the Games market in Western Africa, the number of users is estimated to amount to 179.3m users by 2029.
  • User penetration is forecasted to be 34.5% in 2024 and is projected to increase to 38.5% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Western Africa, the gaming industry is rapidly evolving, driven by increasing internet access and a growing youth demographic eager for innovative entertainment options.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Western Africa is experiencing significant growth and development. Customer preferences are shifting towards digital gaming platforms, leading to an increase in online gaming and mobile gaming. This trend is driven by several factors, including the growing popularity of smartphones, increasing internet penetration, and the rise of social gaming.

Customer preferences:
In Western Africa, customer preferences are shifting towards digital gaming platforms. The convenience and accessibility of online gaming and mobile gaming have made them increasingly popular among consumers. With the widespread availability of smartphones and affordable data plans, more people are turning to mobile gaming as a form of entertainment. Additionally, online gaming allows players to connect with friends and compete with players from around the world, adding a social element to the gaming experience.

Trends in the market:
One of the key trends in the Games market in Western Africa is the rise of mobile gaming. As smartphones become more affordable and accessible, more people are using their devices to play games. Mobile gaming offers a wide range of genres and gaming experiences, from casual games to more immersive and complex titles. This trend is expected to continue as smartphone ownership and internet penetration rates continue to rise in the region. Another trend in the market is the growing popularity of online gaming. With the increasing availability of high-speed internet and the rise of social media platforms, online gaming has become more accessible to a wider audience. Online gaming allows players to connect with friends, join virtual communities, and participate in multiplayer games. This social aspect of online gaming is particularly appealing to consumers in Western Africa, where social interactions are highly valued.

Local special circumstances:
One of the unique characteristics of the Games market in Western Africa is the cultural diversity of the region. Each country in Western Africa has its own gaming preferences and cultural influences, which can impact the types of games that are popular in each market. For example, sports games are particularly popular in countries where football is a national passion, while strategy and puzzle games may be more popular in other countries.

Underlying macroeconomic factors:
The growth of the Games market in Western Africa is also influenced by macroeconomic factors. Economic growth in the region has led to an increase in disposable income, allowing more people to afford gaming devices and accessories. Additionally, improvements in internet infrastructure and connectivity have made online gaming more accessible to a larger population. As the economies of Western African countries continue to grow, so too will the Games market in the region.

Methodology

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.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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