Cloud Gaming - Africa

  • Africa
  • Revenue in the Cloud Gaming market is projected to reach US$11.54m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 29.22%, resulting in a projected market volume of US$41.58m by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 1.6m users by 2029.
  • User penetration will be 0.1% in 2024 and is expected to hit 0.1% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$9.02.
  • In global comparison, most revenue will be generated in the United States (US$1,938.00m in 2024).

Key regions: Europe, Germany, India, France, Asia

 
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Analyst Opinion

The Cloud Gaming market in Africa is experiencing significant growth and development in recent years.

Customer preferences:
Customers in Africa have shown a growing interest in cloud gaming due to its convenience and accessibility. With cloud gaming, users can play high-quality games on various devices without the need for expensive gaming hardware. This appeals to a wide range of customers, including casual gamers who may not want to invest in gaming consoles or PCs. Additionally, the ability to stream games directly from the cloud eliminates the need for physical copies of games, which can be costly and difficult to obtain in certain regions of Africa.

Trends in the market:
One of the key trends in the cloud gaming market in Africa is the increasing availability of high-speed internet connections. As internet infrastructure improves across the continent, more customers are able to access cloud gaming services without experiencing significant lag or latency issues. This has opened up opportunities for cloud gaming providers to expand their services in Africa and cater to a larger customer base. Another trend is the rise of local cloud gaming platforms and services. While international cloud gaming providers have been gaining traction in Africa, there is also a growing demand for locally developed and operated platforms. These local platforms understand the unique needs and preferences of African gamers, offering localized content and support. This has helped to foster a sense of community among African gamers and has contributed to the overall growth of the cloud gaming market in the region.

Local special circumstances:
Africa is a diverse continent with varying levels of internet infrastructure and accessibility. While some urban areas have access to high-speed internet connections, rural areas may still face challenges in terms of connectivity. This has led to a digital divide, where certain regions have limited access to cloud gaming services. However, efforts are being made to bridge this gap and improve internet connectivity in underserved areas. As connectivity improves, the cloud gaming market in Africa is expected to expand further.

Underlying macroeconomic factors:
The growth of the cloud gaming market in Africa is also influenced by macroeconomic factors. The increasing disposable income and middle-class population in many African countries have led to a greater demand for entertainment and leisure activities, including gaming. Additionally, the rapid urbanization and technological advancements in the region have created an environment conducive to the growth of the cloud gaming market. As more Africans gain access to smartphones and other internet-enabled devices, the potential customer base for cloud gaming continues to expand. In conclusion, the Cloud Gaming market in Africa is experiencing significant growth and development due to customer preferences for convenience and accessibility, trends such as the availability of high-speed internet and the rise of local platforms, local special circumstances such as varying levels of internet infrastructure, and underlying macroeconomic factors such as increasing disposable income and urbanization. As these factors continue to evolve, the cloud gaming market in Africa is expected to thrive and provide new opportunities for both local and international providers.

Methodology

Data coverage:

Figures are based on subscription spending, consumer spending, investment, and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to 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 particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

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