Games - Southern Africa

  • Southern Africa
  • In Southern Africa, the Games market is expected to witness substantial growth in the coming years.
  • By 2022, the total revenue in this market is projected to reach US$122.10m.
  • Furthermore, it is anticipated that the market will continue to expand at a compound annual growth rate (CAGR) of 8.63% between 2022 and 2027, resulting in a projected market volume of US$182.80m by 2027.
  • Looking specifically at revenue streams within the Games market, in-app purchases (IAP) are estimated to generate US$68.51m in 2022.
  • Additionally, paid app revenue is projected to reach US$4.67m in the same year.
  • Furthermore, advertising revenue is expected to contribute significantly to the market, with a projected value of US$48.95m in 2022.
  • Notably, the number of downloads in the Games market is anticipated to reach 443.80m downloads in 2022.
  • This high volume of downloads suggests a strong demand for gaming content in Southern Afri When considering the average revenue per download, it is currently expected to amount to US$0.28.
  • This figure highlights the potential for monetization within the Games market, providing opportunities for developers and publishers to generate revenue from the large user base.
  • In a global context, in China stands out as the leading revenue generator in the Games market.
  • By 2022, it is projected to generate a staggering US$62.86bn in revenue.
  • This demonstrates the significant market size and potential in the Chinese gaming industry.
  • Overall, the Games market in Southern Africa is poised for growth, with various revenue streams contributing to its expansion.
  • The projected revenue figures and high number of downloads indicate a promising future for the gaming industry in the region.

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

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