Games - Zimbabwe

  • Zimbabwe
  • In Zimbabwe, revenue in the Games market is projected to reach US$144.00m in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 8.57%, leading to a projected market volume of US$217.20m by 2029.
  • In a global context, the majority of revenue will be generated United States, with figures reaching US$128.10bn in 2024.
  • Within Zimbabwe's Games market, the number of users is expected to total 4.3m users by 2029.
  • User penetration is forecasted to be 19.7% in 2024, increasing to 22.7% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Zimbabwe, the growing popularity of mobile gaming is reshaping the Games in the Media market, reflecting a shift towards digital entertainment amidst economic challenges.

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

 
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Analyst Opinion

The Games market in Zimbabwe has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Zimbabwean customers have shown a strong preference for digital gaming platforms, with a growing number of people accessing games through smartphones and other mobile devices. This shift towards mobile gaming can be attributed to the increasing availability of affordable smartphones and the expansion of mobile internet coverage in the country. Additionally, there is a growing demand for multiplayer online games, as Zimbabwean gamers seek to connect and compete with players from around the world.

Trends in the market:
One of the key trends in the Zimbabwean Games market is the rise of esports. Esports tournaments and competitions have gained popularity among Zimbabwean gamers, with a growing number of local teams and players participating in both national and international events. This trend is fueled by the increasing recognition of esports as a legitimate form of competition and entertainment, as well as the potential for professional gaming careers. Moreover, the emergence of streaming platforms has allowed Zimbabwean gamers to showcase their skills and interact with a wider audience, further driving the growth of esports in the country.

Local special circumstances:
The Games market in Zimbabwe is also influenced by local special circumstances, such as the economic situation in the country. With limited disposable income, many Zimbabwean gamers are looking for affordable gaming options. Free-to-play games and microtransactions have become increasingly popular, as they allow players to access and enjoy games without significant upfront costs. Additionally, the prevalence of counterfeit and pirated games in the market has created a demand for legitimate and licensed gaming products, as consumers seek to support developers and publishers.

Underlying macroeconomic factors:
The growth of the Games market in Zimbabwe is also influenced by underlying macroeconomic factors. The country has seen improvements in its internet infrastructure, with increased broadband penetration and the expansion of 4G networks. This has facilitated the growth of online gaming and enabled Zimbabwean gamers to access a wider range of games and gaming platforms. Furthermore, the government has recognized the potential of the gaming industry as a source of revenue and job creation, leading to the implementation of policies and initiatives to support its development. In conclusion, the Games market in Zimbabwe is experiencing growth due to changing customer preferences, including a shift towards mobile gaming and a demand for multiplayer online games. The rise of esports and the increasing popularity of streaming platforms are also driving the market. Local special circumstances, such as the economic situation and the prevalence of counterfeit games, are shaping the market as well. Underlying macroeconomic factors, such as improvements in internet infrastructure and government support, are further fueling the growth of the Games market in Zimbabwe.

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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