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Casual Games - Africa

Africa
  • In 2022, the projected total revenue in the Casual Games market in Africa is expected to reach US$25.63m.
  • This represents a significant market size within the region.
  • Looking ahead, the market is expected to grow at an annual growth rate (CAGR 2022-2027) of 8.89%, resulting in a projected market volume of US$39.06m by 2027.
  • This indicates a positive outlook for the Casual Games market in Africa.
  • Breaking down the revenue streams, in-app purchase (IAP) revenue is projected to reach US$12.33m in 2022.
  • This revenue stream highlights the popularity of in-app purchases within the Casual Games market.
  • Additionally, paid app revenue is projected to reach US$2.85m in 2022.
  • This demonstrates the willingness of users in Africa to pay for games within this market segment.
  • Furthermore, advertising revenue is projected to reach US$10.45m in 2022.
  • This indicates the growing importance of advertising as a revenue source within the Casual Games market in Africa.
  • The number of downloads in the Casual Games market is projected to reach 177.20m downloads in 2022.
  • This showcases the high level of engagement and interest in Casual Games market among users in AfriIn terms of average revenue per download, it is currently expected to amount to US$0.14.
  • This metric provides insights into the monetization potential of Casual Games market within the African market.
  • When comparing the global landscape, it is worth noting that United States generates the most revenue in the Casual Games market.
  • In 2022, the projected revenue United States is expected to reach US$5.46bn.
  • This highlights the dominance of the United States in terms of revenue generation within the Casual Games market globally.
  • Overall, the Casual Games market in Africa shows promising growth potential, with various revenue streams and a high level of user engagement.
  • As the market continues to evolve, it will be interesting to observe how these projections translate into real-world outcomes for the region.

Definition:

Casual game apps are easy to understand and designed for quick bursts of play. They are an ideal diversion during short breaks. A strong emphasis is placed on bold sounds, colors, and animations that awaken the senses. Candy Crush by the video game developer King is the undisputed master of casual game apps. With its humorous activities of throwing angry wingless birds, toppling buildings, and defeating green pigs, Angry Birds is also a classic in this category.

Additional Information:

We consider three different sources of revenue:
  • Revenue from in-app purchases (IAP) that comes from the purchase of features, upgrades, and subscriptions within an app
  • Paid app revenue from the one-time purchase of an app
  • Advertising revenue obtained from showing ads within an app
Our statistics include the revenue earned by developers and also the revenue earned by stores through commissions.

In-Scope

  • Apps that can be downloaded from major app stores such as Apple, Inc.'s App Store and the Google Play store, or in the case of China, from stores such as Huawei AppGallery and Tencent Appstore.
  • Apps that are run on iPhones and Android phones.

Out-Of-Scope

  • Apps exclusively offered by Microsoft Store and Amazon Appstore for Android.
  • Custom-made apps not available from any official app store.
  • B2B/C2C app sales of any kind.
  • Subscription revenues outside of in-app purchases (for example, Netflix and Spotify use their own payment systems outside of their apps).
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Market Shares

    Notes: Data reflects only revenue from in-app purchases.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Downloads

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Users

    Most recent update: Mar 2024

    Source: adjoe

    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.

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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.

    Digital

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    App: market data & analysis - BackgroundApp: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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