Video Games - Namibia

  • Namibia
  • The Video Games market in Namibia is expected to witness significant growth in the coming years.
  • According to projections, the revenue is set to reach US$23.19m in 2024.
  • This indicates a promising future for the sector.
  • Furthermore, the market is expected to experience a Compound Annual Growth Rate (CAGR) of 8.01% from 2024 to 2027, resulting in a projected market volume of US$29.22m by 2027.
  • This growth trajectory highlights the increasing popularity and demand for video games in Namibia.
  • In addition to the revenue growth, the number of users in the Video Games market is also expected to rise significantly.
  • It is projected to reach 284.5k users by 2027, indicating a substantial user base.
  • Moreover, the user penetration rate, which is currently at 8.9% in 2024, is expected to reach 9.9% by 2027.
  • This signifies a growing interest and engagement of the population in video games.
  • Among the various segments within the Video Games market, Mobile Games hold the largest market share.
  • In 2024, it is estimated to have a market volume of US$12.76m.
  • This dominance of Mobile Games reflects the increasing popularity of gaming on mobile platforms in Namibia.
  • When comparing the global landscape, China emerges as the leading revenue generator in the Video Games market.
  • In 2024, China is projected to generate US$94,490.00m in revenue.
  • This highlights the significant contribution of the Chinese market to the overall industry.
  • Lastly, the average revenue per user (ARPU) in the Video Games market is expected to amount to US$95.07 in 2024.
  • This metric provides insights into the average spending capacity of users in Namibia, indicating the potential for revenue growth in the market.
  • Overall, the Video Games market in Namibia is poised for growth, with increasing revenue, user base, and user engagement.
  • The dominance of Mobile Games and the significant revenue contribution from China further emphasize the global reach and impact of this industry.
  • Namibia's video game market is steadily growing, fueled by a rising interest in competitive gaming and the adoption of virtual reality technology.

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

 
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Analyst Opinion

While all other Digital Media market markets have already gone through small revolutions caused by new business models like subscription-based services, the Video Games market is only at the beginning of this development. New offers like Ubisoft’s Uplay+ gaming flat rate or technical innovations like Google Stadia’s game streaming platform might attract even more casual gamers and revolutionize the way consumers play video games in general.

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
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