Video Games in South Africa

July 2025
USD 1,195
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Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in South Africa with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in South Africa, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in South Africa report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in South Africa?
  • Which are the leading brands in Video Games in South Africa?
  • How are products distributed in Video Games in South Africa?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in South Africa?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in South Africa - Category analysis

KEY DATA FINDINGS

Video games software drives growth; Amazon’s entry increases the competition
Chart 1 Key Trends 2024
Mobile games and online games and subscriptions drive growth in video games software
MTN's Cloudplay launch intensifies the competition in cloud gaming
Chart 2 Analyst Insight
Subscription services expand access to gaming amidst high demand
Chart 3 Nvidia GeForce Now, Introduced by Rain, Constantly Sells-Out Owing to High Demand
Talent10 Holdings invests in mobile games due to rising demand
Chart 4 Talent10 Develops PC & Mobile Game Inspired by Its Film, Boys Kills World
Video games software set to see strong growth, and remain the largest category in 2029
Mobile games expected to thrive due to affordability and games to address a broader demographic
Cloud gaming, subscriptions, and AI personalisation set to drive growth for video games software
Growth of e-sports set to continue, with the support of key organisations
South African games studios set to gain greater international recognition
Microsoft leads a concentrated competitive environment
Tencent rises up the ranking due to growth for mobile games
PlayStation Pro has a positive reception, while Nexus Hub lists Nintendo Switch 2 for pre-order
Retail e-commerce outpaces offline retail in video games
Amazon's launch intensifies the competition in retail e-commerce
Offline retail remains important, particularly for hardware purchases

Toys and Games in South Africa - Industry Overview

Video games drives dynamic growth as mobile and cloud gaming gain popularity
Chart 5 Key Trends 2024
Video games drives growth, although traditional toys and games also performs well
MTN Cloudplay launch expands cloud gaming accessibility on mobile devices
Chart 6 MTN Cloud Play Allows Streaming Consol Quality Games on Mobiles
Talent10 Holdings invests due to growth in mobile games
Mattel and Lego leverage Formula 1 licensing to target adult fans
Chart 7 Lego Partners with Red Bull F1 Racing Team to Collaborate on LEGO Technic Model
Video games will remain the leading category in toys and games
Growth for mobile games, cloud gaming, and subscription services
Popularity of e-sports set to continue to rise
New launches set to drive growth across categories
Licensing and films will contribute to growth in toys and games, and drive the kidult trend
Gradual shift towards more sustainable traditional toys and games
Companies in video games lead a consolidated competitive landscape
Chart 8 Analyst Insight
The tough economic climate drives growth for mobile games and private label
Lego, Sony, and Nintendo announce new products and partnerships
Growth for retail e-commerce prompts offline retailers to adopt omnichannel strategies
Toys”R”Us and Zuru enhance the shopping experience
Amazon's arrival intensifies the competition in retail e-commerce
Chart 9 Real GDP Growth and Inflation 2019-2029
Chart 10 PEST Analysis in South Africa 2024
Chart 11 Key Insights on Consumers in South Africa 2024
Chart 12 Consumer Landscape in South Africa 2024

COUNTRY REPORTS DISCLAIMER

Summary 1 Research Sources
The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.

See all of our definitions
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This report originates from Passport, our Video Games research and analysis database.

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