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Trivia Games - Northern Africa

Northern Africa
  • The Trivia Games market in Northern Africa is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$178.40k by 2022.
  • This indicates a steady rise in the market's performance.
  • Furthermore, the Trivia Games market is anticipated to display a promising compound annual growth rate (CAGR) of 11.35% between 2022 and 2027.
  • This growth trajectory is predicted to result in a market volume of US$314.50k by 2027, showcasing the potential for continued expansion.
  • When examining the revenue breakdown within the Trivia Games market, it is noteworthy that in-app purchases (IAP) are expected to generate substantial revenue, with projections indicating a figure of US$51.12k in 2022.
  • This highlights the increasing popularity of in-app purchases among users in Northern Africa.
  • On the other hand, paid app revenue is projected to reach US$0.00 in 2022, indicating a shift in user preferences towards free-to-play models.
  • This trend aligns with the growing prevalence of advertising revenue in the Trivia Games market, which is estimated to reach US$127.30k in 2022.
  • Advertising is becoming a significant source of revenue within the market, as developers leverage targeted advertisements to monetize their games.
  • In terms of user engagement, the number of downloads in the Trivia Games market is projected to reach 12.32m downloads in 2022.
  • This showcases the widespread appeal of trivia games among consumers in Northern Africa.
  • Furthermore, the average revenue per download is expected to amount to US$0.01.
  • This metric provides insights into the monetization potential of each download, reflecting the revenue generated per user acquisition.
  • When considering the global landscape, it is interesting to note that United States dominates the Trivia Games market in terms of revenue generation.
  • Projections indicate that United States is set to generate a substantial revenue of US$74.15m in 2022.
  • Overall, the Trivia Games market in Northern Africa demonstrates strong growth potential, with revenue projections and market volume indicating a promising future.
  • The increasing popularity of in-app purchases and advertising revenue, coupled with a significant number of downloads, contribute to the market's positive outlook.
  • However, global comparisons highlight the dominance of the United States in terms of revenue generation within the Trivia Games market.

Definition:

Trivia game apps ask users questions that need to be answered correctly in order to earn points. They are based on real-life trivia game shows such as Family Feud. A popular trivia game app is Trivia Crack, which asks questions about a variety of subjects such as history, geography, and science. Sporcle also provides different kinds of quizzes, many of them created by contributors, such as asking users to identify countries on a European map or list all the species of the original Pokémon.

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

    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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