Action Games - Eastern Africa

  • Eastern Africa
  • The Action Games market in Eastern Africa is poised for significant growth, with projected total revenue expected to reach US$0.90m in 2022.
  • This forecast indicates a promising future for the industry in the region.
  • Moreover, the market is anticipated to exhibit a robust annual growth rate of 7.57% from 2022 to 2027, resulting in a projected market volume of US$1.40m by 2027.
  • This upward trajectory underscores the increasing popularity and demand for Action Games market in Eastern Africa.
  • In terms of revenue streams within the Action Games market, in-app purchases (IAP) are projected to contribute significantly, with an estimated revenue of US$391.80k in 2022.
  • This revenue stream highlights the engagement and willingness of users in Eastern Africa to invest in enhancing their gaming experience.
  • Paid app revenue is also expected to make a substantial contribution, projected to reach US$317.90k in 2022.
  • This underscores the value and demand for premium gaming content in the region.
  • Furthermore, advertising revenue within the Action Games market is projected to reach US$192.40k in 2022.
  • This revenue stream reflects the potential for advertisers to target the growing user base in Eastern Africa, leveraging the popularity of Action Games market as a platform for promotion.
  • The projected number of downloads in the Action Games market in Eastern Africa is set to reach 7.13m downloads in 2022.
  • This figure highlights the widespread adoption and interest in gaming within the region.
  • Moreover, the average revenue per download is currently expected to amount to US$0.13, indicating the revenue potential for each individual download in Eastern Africa.
  • In a global comparison, it is noteworthy that the highest revenue is generated in China, with an estimated revenue of US$7,316.00m in 2022.
  • This demonstrates the significant market share and economic impact of the Chinese gaming industry.
  • Overall, the Action Games market in Eastern Africa is poised for remarkable growth, driven by the increasing revenue streams, expanding user base, and the region's growing affinity for gaming.
  • This presents exciting opportunities for developers, advertisers, and stakeholders in the industry.

Key regions: Asia, Japan, India, South Korea, United States

 
Market
 
Region
 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Overview

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