Entertainment - Africa

  • Africa
  • The Entertainment market in Africa is set to experience significant growth in the coming years.
  • According to projections, the total revenue for this market is expected to reach US$62.67m in 2022.
  • This upward trend is anticipated to continue, with an annual growth rate (CAGR 2022-2027) of 12.07%.
  • As a result, the market volume is projected to reach US$112.90m by 2027.
  • Within the Entertainment market, various revenue streams are expected to contribute to this growth.
  • In-app purchase (IAP) revenue is projected to reach US$16.70m in 2022, while paid app revenue is expected to reach US$0.51m in the same year.
  • Additionally, advertising revenue is projected to reach US$45.46m in 2022.
  • In terms of user engagement, the number of downloads in the Entertainment market is projected to reach 75.75m downloads in 2022.
  • This indicates a strong demand for entertainment content among consumers in Africa.
  • When considering the financial aspect, the average revenue per download is expected to amount to US$0.83.
  • This metric provides insights into the profitability of the Entertainment market.
  • In a global comparison, in China stands out as the leading revenue generator in the Entertainment market.
  • It is projected to generate a staggering US$12,140.00m in revenue in 2022.
  • This highlights the immense potential and significance of the Chinese market within the global entertainment industry.

Key regions: United States, India, Germany, China, South Korea

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us 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 relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Overview

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