Download Games - Africa

  • Africa
  • Revenue in the Download Games market market in Africa is forecasted to reach US$0.98bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.39%, leading to an estimated market volume of US$1.40bn by 2029.
  • The number of users in the Download Games market market in Africa is projected to reach 238.4m users by 2029.
  • User penetration is set to be 14.4% in 2024 and is projected to increase to 16.4% by 2029.
  • When compared globally, the majority of revenue will be generated the in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market market in Africa is expected to be US$5.22 in 2024.
  • In Africa, the Download Games market is rapidly expanding as more consumers embrace digital entertainment, driving growth in online gaming platforms across the continent.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Africa has been experiencing significant growth in recent years.

Customer preferences:
African customers have shown a strong preference for downloading games rather than purchasing physical copies. This can be attributed to the increasing availability of high-speed internet connections and the growing popularity of smartphones and mobile devices. Additionally, the convenience of being able to download games directly to their devices without the need for physical storage has contributed to the rise in demand for downloadable games in Africa.

Trends in the market:
One of the key trends in the Download Games market in Africa is the increasing popularity of mobile gaming. With the widespread adoption of smartphones across the continent, more and more Africans are turning to mobile devices as their primary gaming platform. This has led to a surge in demand for downloadable mobile games, with a wide range of genres and themes catering to the diverse preferences of African gamers. Another trend in the market is the rise of online multiplayer gaming. African gamers are increasingly seeking out opportunities to connect and compete with players from around the world. This has led to the growth of online gaming platforms and the development of games that offer multiplayer features. The social aspect of online gaming has become a significant driver of the Download Games market in Africa.

Local special circumstances:
One of the unique circumstances in the African market is the prevalence of low-cost smartphones. Many African consumers are price-sensitive and seek affordable options when it comes to purchasing smartphones. This has led to the availability of budget-friendly smartphones that are capable of running mobile games. The affordability of these devices has contributed to the growth of the Download Games market in Africa. Additionally, the lack of physical retail infrastructure in many parts of Africa has also played a role in the rise of downloadable games. With limited access to brick-and-mortar stores, African consumers have turned to online platforms and app stores to access and download games. This has created a thriving digital marketplace for downloadable games in Africa.

Underlying macroeconomic factors:
The growth of the Download Games market in Africa can be attributed to several underlying macroeconomic factors. Firstly, the increasing internet penetration rate in Africa has provided more consumers with access to high-speed internet connections, enabling them to download games quickly and easily. Secondly, the rising disposable incomes in many African countries have allowed consumers to allocate more of their budget towards entertainment and leisure activities, including gaming. Lastly, the expanding middle class in Africa has resulted in a larger consumer base with the means to purchase and download games. In conclusion, the Download Games market in Africa is experiencing significant growth due to the preferences of African customers for digital downloads, the increasing popularity of mobile gaming, the rise of online multiplayer gaming, the prevalence of low-cost smartphones, the lack of physical retail infrastructure, and underlying macroeconomic factors such as increasing internet penetration, rising disposable incomes, and an expanding middle class.

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., Consumer Insights), 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). Consumer Insights data is reweighted for representativeness.

Overview

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