Dublin, July 24, 2020 (GLOBE NEWSWIRE) -- The 'Africa Gaming Market - Growth, Trends, and Forecasts (2020-2025)' report has been added to ResearchAndMarkets.com's offering.
The gaming industry is expected to register a CAGR of 12% during the forecast period (2020-2025). The most recent trend is the growing availability and popularity of multi-functional gaming console, which is emerging in the market and helping in growing the market of video games in the region.
Africa is the only region in the world where the youth population is increasing. By 2050 Africa's young people, i.e., those aged between 0 and 24 years old, will increase by nearly 50 percent. Africa will have the most significant number of young people. Africa's youth are critical to the continent's future when it comes to mobile and gaming as a whole.
African studios are making new inroads by launching original locally produced content on Netflix. Several local content productions have been nominated for several global awards, including the Oscars. The Annecy Festival in 2020 will be focusing on animation from Africa. In addition to this, government initiatives in the region are adopting gaming solutions for educational purposes. Developments such as these will provide opportunities for the gaming industry in the area.
During the lockdown, the Entertainment streaming and gaming industries are thriving. The global suspension or cancellation of most sporting events has left punters without live games to bet on, aside from re-runs of filmed matches. The knock-on effect is that sports betting, which accounts for most of the industry's revenue, has crashed to almost nil.
While the traditional gambling industry is facing unparalleled losses, online gambling sites have reported a surge in activity since the national lockdown came into effect on 27 March 2020. While online casinos worldwide have reported a sharp increase in gambling, as lockdown periods are extended, and financial stresses intensify, people may become increasingly hesitant to spend money on non-essential pastimes, such as gambling.
Key Market Trends
Mobile Gaming Segment Expected to Have Major Market Share
- Mobile gaming generates close to half of the revenue that the gaming industry gets annually. More than 200 million Africans are below 35 years, and this figure might double in a decade. Africa has a huge market for gaming and smartphone companies.
- Mobile gaming is gaining popularity in remote parts of Africa. For example, more than 290 million people in North Africa use mobile phones. The mobile market in the region generates $90 billion annually.
- One of the major drivers for the growth of mobile gaming is the potential to spawn a massive real-money gaming industry around the continent. Mobile tech spreads around the continent, large swaths of Africa are also paving the way for legal betting and gaming.
- However, acceleration in network rollouts by mobile operators in Sub-Saharan Africa has been a vital driver of the reduction in the coverage gap. Infrastructure deployment in Sub-Saharan Africa increased 3G coverage from 63% in 2017 to 70% in 2018, extending access to more than 80 million people. 3.3 billion people live in areas covered by mobile broadband networks but do not use mobile internet - this usage gap' is more than four times greater than the coverage gap. Such factors might harm gaming companies operating in the region.
Issues Such as Piracy, Laws & Regulations, and Concerns Relating to Fraud During Gaming Transactions will Impact the Growth of the Market
- Most African countries have gaming commissions and laws that regulate gambling. South Africa has clear gaming laws and regulations. It was the first country to create gambling regulation in the continent. Also, online casinos are popular in the country.
- In South Africa, several legislative attempts to further restrict online gambling and payment transactions of unlicensed operators have been postponed in recent years. However, some legislators and regulators at the provincial level have called for a less restrictive regime.
- There is currently an ongoing political and religious debate on the perceived high number of minors accessing gambling. As a result, in May 2019, the minister of finance urged the National Gaming Board (NGB) to stop issuing gaming and betting licenses immediately. The government restricted gambling advertising as of January 2019. Additional measures to ensure responsible gambling and revenue collection to the state budget are on the list.
- A new advocacy organization designed to collaborate, coordinate, partner, build and sustain the growth of esports on the continent has been formed. ESFA or The Esports Federation of Africa is established by a community of both private esports entities, and national federations. WESCO affiliates it. With the launch of the ESFA, African gamers now have a voice, an advocate, an organization with grassroots developments of players at its core. These will provide better opportunities and therefore strengthen the local market in the region.
While the value of the traditional gaming market has continued to grow, app-based mobile games have been a significant driver of growth in the Australian video games market in recent years. Mobile gaming revenue accounted for 31.7 percent of total video games consumer revenue in 2019. All-in-one content creation & distribution platform to convert content into high-quality visuals and multiple formats to distribute on the web, social and more. Austrian Gaming Industries Systems and Software Working under the Novomatic Group of Companies, Austrian Gaming Industries are a market-leading developer of multi-player gaming products with a diverse portfolio of quality, cutting-edge games. Nov 20, 2020 Gaming and betting taxes are levied at the point of consumption and apply irrespective of whether or not the operator holds a licence in Austria. Further, according to Section 6 para 9 of the Austrian VAT Law ( Umsatzsteuergesetz ), betting and games of chance are exempt from 20% VAT, save for draws placed on slot machines outside casinos. Adoption of Gaming Platforms, such as E-sports, drives the market. ESports are witnessing substantial market demand in the current market scenario, and are thus driving the overall gaming industry across the globe. Riot Games with League of Legends and DotA 2 are two of the notable examples of influential actors in the eSports business.
Competitive Landscape
The gaming market is fragmented as the demand for online games, and increasing penetration of mobile applications across the region will help attract new players in this market over the next few years. Recent developments in the market are:
- In May 2020, Sony announced new PlayStation Studios branding for its first-party PS5 games. Sony will be using the new PlayStation Studios brand for its first-party exclusives going forward as a way to let customers know that a game comes from one of Sony's in-house development teams.
- In August 2019, Konami Digital Entertainment BV announced that the mobile version of e-Football PES 2020 would be released in October, and it represents a complete overhaul of the current PES 2019 mobile game. The latest major update to the PES Mobile series, which celebrated over 200 million downloads earlier this year, brings many of the critical features and licenses already announced for e-Football PES 2020 on PC and console.
Key Topics Covered
1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study
2 RESEARCH METHODOLOGY
3 EXECUTIVE SUMMARY
4 MARKET DYNAMICS
4.1 Market Overview
4.2 Industry Value Chain Analysis
4.3 Industry Attractiveness - Porter's Five Forces Analysis
4.4 Market Drivers
4.4.1 Rising Young Population
4.4.2 Improvement in Technology and Internet Network Access
4.5 Market Restraints
4.5.1 Issues Such as Piracy, Laws and Regulations, and Concerns Relating to Fraud During Gaming Transactions
4.6 Assessment of Impact of COVID-19 on the Industry
5 MARKET SEGMENTATION
5.1 Platform
5.1.1 PC
5.1.2 Smartphone
5.1.3 Tablets
5.1.4 Gaming Console
5.1.5 Downloaded/Box PC
5.1.6 Browser PC
5.2 Geography
5.2.1 Nigeria
5.2.2 Ethipia
5.2.3 Egypt
5.2.4 Morocco
5.2.5 Kenya
5.2.6 Algeria
5.2.7 Zimbabwe
6 COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 Gamesole
6.1.2 Kuluya
6.1.3 Chopup
6.1.4 Kucheza
6.1.5 Kagiso Interactive
6.1.6 Nyamakop
6.1.7 Celestial Games
6.1.8 Clockwork Acorn
7 INVESTMENT ANALYSIS
8 MARKET OPPORTUNITIES AND FUTURE TRENDS
For more information about this report visit https://www.researchandmarkets.com/r/bhn2ug
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Video games have taken the world by storm. A once fledgling industry consisting of visionaries living in their tiny offices and sleeping on floors now casts its shadow over the entire entertainment landscape.
This may have come as a shock to some. But to others all the signs throughout the years pointed to a massive shift in consumer behavior.
Today, the TV and Hollywood industries are struggling to stay relevant, while video game industry statistics show nothing but continued growth and expansion.
Key Statistics on Video Gaming Industry – Editor’s Choice
• More than 57% of all game developers reside in the US.
• Revenue from Free to Play games amounts to over 85% of all game revenue.
• Global Esports industry is growing at the rate of 30% year-over-year.
• There are over 2.2 billion mobile gamers.
• Over 66% of console gamers prefer physical discs to digital download games.
General Video Gaming Industry Statistics
The video game industry is constantly evolving and inspiring innovation. From simple one-time purchases and single player experiences to full-priced and free-to-play games, the gaming industry has been completely reshaped throughout the last decade.
1. The latest video game industry statistics show that almost 50% of developers believe that the entire industry should unionize.
(Game Developers Conference)
2. The video gaming market is dominated by Valve’s Steam platform and over 47% of game publishers sell their products on its storefront.
(Game Developers Conference)
3. According to the most recent video games sales statistics from ESA, almost 50% of gamers have made a microtransaction in the past year.
(The Entertainment Software Association)
4. Youtube videos are the most influential factor on game purchase decisions followed by user reviews from communities or digital storefronts.
(The Entertainment Software Association)
5. Video game industry analysis from 2019 showed that over 57% of all game developers reside in the US.
(Game Developers Conference)
6. Some 67% of video game executives believe that the number of mergers and acquisitions within the industry will increase.
(EY)
7. 23% of executives say that the use of blockchain technology will make the video game market more secure.
(EY)
8. More than 85% of total video industry revenue comes from free-to-play games.
Drivers Austrian Gaming Industries Gmbh
(Clairfield International)
9. According to new gaming industry statistics from Copia Institute, Twitch is responsible for 31% of revenue from all gaming video content.
(Copia Institute)
10. Steam statistics show that the platform now has well over 30,000 games in its library, dominating the video gaming market share.
(PC Gamer)
Esports Statistics
To most people, the idea of a career in gaming has long sounded like nothing more than a childish fantasy. However, a growing number of gamers are turning virtual fun into fortunes.
Some of the most successful ones have even acquired celebrity status, especially in Asia. Video game popularity has soared to unprecedented heights and major Esports events are drawing far larger audiences than NBA finals and other big sports events, while the money from sponsors and advertising keeps rolling in.
11. Professional Dota 2 player N0tail is the top prize-winning Esports talent with $6.89 million amassed throughout his career.
(Esports Earnings)
12. The global Esports industry is growing at a rate of 30% year-over-year.
(PR Newswire)
13. Data from online gaming statistics indicates that gamers will gamble $23.5 billion on Esports in 2020.
(University Professional and Continuing Education Association)
14. Dota 2 holds the record for the highest prize pool in Esports history, with $34.3 million awarded to players competing at the International 9 in 2019.
(Esports Earnings)
15. Statistics on video games show that the Esports audience grew to 453.8 million in 2019, representing a 15% year-on-year growth.
(Newzoo)
PC Gaming Statistics
PCs are jokingly referred to as the “master race”. The term refers to the supposed superiority of the PC platform in the world of gaming.
And although nothing can match PCs in pure power, consoles have steadily and slowly eroded the dominance of this once undisputed force.
16. The PC gaming market is set to be worth $45.5 billion in 2021.
(Statista)
17. Statistics on gaming on PCs tell us that some 48% of all owners use the device to play video games.
(GlobalWebIndex)
18. The free-to-play PC game market revenue worldwide rose to $21.3 billion in 2019.
(Clairfield International)
19. Razer leads the industry with 12.83% of the total PC gaming market share for peripherals.
(MarketWatch)
20. Some 66% of all game studios are currently creating games for the PC platform.
(Game Developers Conference)
VR/AR Industry Statistics
Virtual and augmented reality are gaming’s next frontier. The level of immersion and the pure sense of awe can’t be matched by any other gaming platform.
That’s why many believe that these systems are certain to depose all others in the near future.
21. According to the latest virtual reality statistics, North America leads the world with an 8% VR adoption rate.
(GlobalWebIndex)
22. The global VR gaming and entertainment market size is exhibiting a 40.1% compound annual growth rate.
(Fortune Business Insights)
23. 70% of industry experts said they anticipate the AR market to surpass the VR market in revenue.
(Perkins Coie, XR Association)
24. VR statistics indicate that shipments of PC and all-in-one virtual reality headsets are projected to reach 62 million units by 2025.
(L.E.K. Consulting)
25. 79% of Americans who experienced AR used it to play video games.
(Newzoo)
Mobile Video Game Statistics
The way mobile games exploded onto the scene is unlike anything we’ve seen so far. Smartphones are now so powerful and universally used that mobile gaming is becoming the central focus of the biggest AAA gaming companies.
26. The mobile game industry is growing at a year-on-year rate of 25.5%.
(Hybridan)
27. Mobile games reached a 60% market share in gaming consumer spending in 2019.
(Liftoff)
28. Some 50% of all mobile users open at least one gaming app during the week.
(Liftoff)
29. Gaming facts from 2020 show that there are more than 2.2 billion mobile gamers worldwide.
(Plinq)
30. The App Store generated $14.6 billion from mobile video game sales in Q1 2019.
Drivers Austrian Gaming Industries Locations
(Plinq)
Console Video Game Statistics
In the past two decades, the video gaming console market has been defined by an ongoing power struggle between three major companies: Sony, Nintendo and Microsoft.
From one generation of hardware to another, these giants battled for every single percentage point of the video game market share. But it has never been less obvious who the frontrunner is.
This is due to the shift in focus towards paid subscription models similar to Netflix rather than on pure console sales.
31. According to the newest data on video game trends, two thirds of console gamers prefer the physical game format to digital.
(Nielsen Holdings)
Drivers Austrian Gaming Industries Pvt Ltd
32. Sony’s Playstation leads the console sales of the 8th generation, selling 2.5 times as many consoles as Microsoft’s Xbox.
(Emirates NBD)
33. Console video game industry market statistics are pointing to a 13.4% revenue growth year-on-year.
(Mobvista)
34. Nearly a quarter of the game developers selling their products on Switch said they saw better sales compared to other platforms.
(Game Developers Conference)
35. Video game industry growth is increasingly dependent on the paid subscription model with more than 36.4 million monthly Playstation Plus subscribers.
(Sony)
Frequently Asked Questions
1. Is the video game industry bigger than Hollywood?
Very much so. Video game sales statistics show that gaming industry revenue dwarfs all other entertainment industries combined.
For instance, the global box office revenue in 2018 amounted to $41.7 billion, while the gaming market generated $151.2 billion.
2. How old is the average gamer?
People have been enjoying games all over the world for quite some time. Video game player statistics reveal that a significant percentage continue to enjoy them well into adulthood.
The average age of a gamer is now 35, with almost 75% of all gamers being 18 years or older.
3. Are video games profitable?
While video game industry growth statistics point to record breaking revenues, the reality is that only a fifth of all game titles achieve profitability, and less than 5% of all games that go into production turn a profit.
Drivers Austrian Gaming Industries Co. Ltd
4. What percent of gamers are female?
Video games demographics have long painted a picture of a strictly male-dominated hobby. But the percentage of female gamers has risen steadily throughout the years.
In 2006, females accounted for 38% of all gamers. That figure is now rising above 46% and shrinking the gender gap.
5. How many gamers are there in the world?
The number of people playing video games rose from 1.84 billion in 2014 to well over 2.5 billion in 2020.
If the current projections and video game industry statistics are accurate, that number will grow by an additional 200 million people by the end of 2021.
Sources
EY
Newzoo
Hybridan
Plinq
Nielsen Holdings