Competitive Landscape
Top Players Reinforce Lead as Nintendo Switch 2 Boosts Digital-First Adoption
Video games in South Africa remained highly concentrated in 2025, with leadership unchanged and the largest companies consolidating their positions. Activision Blizzard Inc holds a 15% value share, followed by Electronic Arts Inc at 14%.
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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 Insights
Video Games Summary
Cloud Services and Flexible Payments Broaden Access to Gaming
Companies Drive Digital Shift as Boxed Media Recedes
Digital-First Consumption and Mobile Affordability Drive Software Growth
Digital Adoption Accelerates as Subscriptions Outpace Boxed Sales
Top Players Reinforce Lead as Nintendo Switch 2 Boosts Digital-First Adoption
Amazon and Takealot Capture Spend as Digital Overtakes Physical Retail
Cross-Media Ip Integration and Local Payment Architecture Emerge as the Primary Innovation Drivers
Super Dragon Punch Force 3 and Nintendo Switch 2 Illustrate How Product Architecture Is Being Reimagined
Digital Ecosystem Lock-In and Retail Channel Restructuring Concentrate Value among Platform Operators with Direct Consumer Relationships
Toys and Games in South Africa - Industry Overview
2025 Developments
Key Data Insights
Companies Reshape Spending through Digital Access and Value
Digital-First Video Games Drive Recurring Revenue and Lead Growth
Price Transparency Online Shifts Purchasing to Value and Convenience
Cloud Services and Mobile Games Reshape Digital Spending and Access
Licensed Collectibles and Omnichannel Retail Drive Premiumisation and Loyalty
Games Publishers Extend Lead as Retail Consolidates Value and Access
Digital-First Games and Omnichannel Retail Set New Purchase Expectations
Cross-Media Ip Integration and Dual-Track Product Architecture Emerge as the Primary Innovation Drivers
Super Dragon Punch Force 3 and Lego Formula 1 Illustrate How Product Architecture Is Being Reimagined
Digital Ecosystem Lock-In and Retail Channel Restructuring Concentrate Value among Platform Operators and Ip-Rich Brands
Country Reports Disclaimer
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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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 definitionsWhy buy this report?
- Gain competitive intelligence about market leaders
- Track key industry trends, opportunities and threats
- Inform your marketing, brand, strategy and market development, sales and supply functions
This report originates from Passport, our Video Games research and analysis database.
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