Video Games in South Africa

August 2026
EUR 1,125
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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
Chart 1 Key Industry Trends for Video Games
Cloud Services and Flexible Payments Broaden Access to Gaming
Chart 2 Mtn Cloudplay Makes Gaming Affordable without Hardware
Companies Drive Digital Shift as Boxed Media Recedes
Chart 3 Nintendo Switch 2
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Digital-First Consumption and Mobile Affordability Drive Software Growth
Digital Adoption Accelerates as Subscriptions Outpace Boxed Sales
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Top Players Reinforce Lead as Nintendo Switch 2 Boosts Digital-First Adoption
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Amazon and Takealot Capture Spend as Digital Overtakes Physical Retail
Chart 10 Retail Channels 2020-2025
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
Chart 11 Boy Kills World
Digital Ecosystem Lock-In and Retail Channel Restructuring Concentrate Value among Platform Operators with Direct Consumer Relationships
Chart 12 Economic Context for Video Games
Chart 13 Real Gdp Growth 2020-2030
Chart 14 Inflation 2020-2030
Chart 15 Consumer Context for Video Games
Chart 16 Population 2020-2030
Chart 17 Consumer Expenditure 2020-2030
Chart 18 Population by Generation 2025

Toys and Games in South Africa - Industry Overview

2025 Developments

Key Data Insights

Chart 19 Key Industry Trends for Toys and Games
Companies Reshape Spending through Digital Access and Value
Chart 20 Toys R Us Buys Toy Zone
Digital-First Video Games Drive Recurring Revenue and Lead Growth
Chart 21 Mtn Cloudplay Makes Gaming Affordable
Price Transparency Online Shifts Purchasing to Value and Convenience
Chart 22 Lego's F1 Range
Chart 23 Value Sales 2020-2030
Chart 24 Value Sales by Category 2025
Cloud Services and Mobile Games Reshape Digital Spending and Access
Licensed Collectibles and Omnichannel Retail Drive Premiumisation and Loyalty
Chart 25 Forecast Value Sales 2020-2030
Chart 26 Forecast Value Sales by Category 2025-2030
Games Publishers Extend Lead as Retail Consolidates Value and Access
Chart 27 Company Shares 2025
Chart 28 Brand Shares 2025
Digital-First Games and Omnichannel Retail Set New Purchase Expectations
Chart 29 Retail Channels 2020-2025
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
Chart 30 Economic Context for Toys and Games
Chart 31 Real Gdp Growth 2020-2030
Chart 32 Inflation 2020-2030
Chart 33 Consumer Context for Toys and Games
Chart 34 Population 2020-2030
Chart 35 Consumer Expenditure 2020-2030
Chart 36 Population by Generation 2025

Country Reports Disclaimer

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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