Download Games - Uganda

  • Uganda
  • The Download Games market in Uganda is projected to experience significant growth in the coming years.
  • By 2024, the revenue is expected to reach US$10.34m.
  • This growth is predicted to continue at an annual growth rate of 10.92%, resulting in a projected market volume of US$14.11m by 2027.
  • In terms of user base, the number of users is expected to reach 7.7m users by 2027.
  • This indicates a user penetration rate of 12.6% in 2024, which is projected to increase to 14.1% by 2027.
  • When comparing Uganda's Download Games market to the global market, it is worth noting that United States is expected to generate the highest revenue, amounting to US$5,054.00m in 2024.
  • This highlights the dominance of the US market in this sector.
  • Furthermore, the average revenue per user (ARPU) in the Download Games market in Uganda is projected to be US$1.61 in 2024.
  • This metric provides insights into the financial performance of the market and indicates the average amount of revenue generated per user.
  • Overall, the Download Games market in Uganda shows promising growth potential, with projected increases in revenue, user base, and user penetration rate over the next few years.
  • The download games market in Uganda is experiencing significant growth, driven by an increasing number of smartphone users and improving internet connectivity.

Key regions: Japan, South Korea, France, Europe, India

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

With rising prosperity and connection speeds in emerging and developing countries, the Download Games market will continue to grow steadily over the next few years. New offers like subscription-based game libraries (e. g., Uplay+) will power this development even further. However, upcoming technical innovations such as game streaming might have the same impact on the Download Games market as Music Streaming had on Music Downloads.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)