Action Games - Northern Africa

  • Northern Africa
  • The Action Games market in Northern Africa is expected to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach €5.53m in 2022.
  • It is anticipated that the market will continue to expand at an average annual growth rate of 10.62% from 2022 to 2027, resulting in a projected market volume of €9.30m by 2027.
  • In terms of revenue sources, in-app purchases (IAP) are expected to contribute significantly to the Action Games market, with projected revenue of €2.72m in 2022.
  • On the other hand, paid app revenue is estimated to be €0.00m in 2022.
  • Advertising revenue is also projected to play a considerable role, reaching €2.81m in 2022.
  • In addition to revenue, the number of downloads is also expected to increase significantly in the Action Games market in Northern AfriProjections indicate that there will be approximately 139.10m downloads downloads in 2022.
  • Currently, the average revenue per download is estimated to be €0.04.
  • When compared globally, it is interesting to note that in China generates the highest revenue in the Action Games market, with a projected revenue of €6,942.00m in 2022.
  • This highlights the significant market size and potential in China for action games.
  • These projections paint an optimistic picture for the Action Games market in Northern Africa, indicating strong growth potential and opportunities for developers and investors in the region.

Key regions: Asia, Japan, India, South Korea, United States

 
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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.

Vue d’ensemble

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