Online Games - Tanzania

  • Tanzania
  • Revenue in the Online Games market is projected to reach US$6.63m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.71%, resulting in a projected market volume of US$10.54m by 2029.
  • In the Online Games market, the number of users is expected to amount to 6.5m users by 2029.
  • User penetration will be 6.8% in 2024 and is expected to hit 8.1% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$1.40 in 2024.

Key regions: United States, Europe, France, India, Asia

 
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Analyst Opinion

The Online Games market in Tanzania has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of internet access.

Customer preferences:
Tanzanian customers have shown a growing interest in online games, with a particular preference for mobile gaming. This can be attributed to the widespread adoption of smartphones and the convenience they offer for gaming on the go. Additionally, Tanzanian gamers tend to favor casual games that are easy to pick up and play, as they provide a quick source of entertainment during leisure time.

Trends in the market:
One of the key trends in the Tanzanian online games market is the rise of multiplayer and social gaming. Tanzanian gamers are increasingly seeking opportunities to connect and compete with other players, both locally and internationally. This trend is fueled by the growing popularity of online gaming communities and the desire for social interaction within the gaming experience. As a result, game developers are focusing on creating multiplayer features and incorporating social elements into their games to cater to this demand. Another trend in the market is the emergence of esports in Tanzania. Esports refers to competitive gaming, where professional players compete against each other in organized tournaments. This trend has gained traction in Tanzania, with the rise of local esports teams and the hosting of esports events. The growing interest in esports has led to increased investment in gaming infrastructure, such as gaming cafes and arenas, to support the development of competitive gaming in the country.

Local special circumstances:
Tanzania has seen a significant increase in internet penetration in recent years, which has played a crucial role in the growth of the online games market. The expansion of mobile internet services and the decreasing cost of data plans have made online gaming more accessible to a wider audience. Additionally, the availability of affordable smartphones has allowed more Tanzanians to participate in online gaming, contributing to the market's growth.

Underlying macroeconomic factors:
The Tanzanian economy has been experiencing steady growth, which has had a positive impact on the online games market. As disposable incomes rise, more Tanzanians have the means to spend on leisure activities, including online gaming. The increasing affordability of smartphones and internet access has also made online gaming a more viable form of entertainment for a larger portion of the population. In conclusion, the Online Games market in Tanzania is developing rapidly due to changing customer preferences, the rise of multiplayer and social gaming, the emergence of esports, increased internet penetration, and the positive macroeconomic factors. As the market continues to evolve, it is expected to provide new opportunities for game developers and investors in Tanzania.

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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