The video game industry is a relatively young sector in Nigeria. As of 2015, the video game development sector is still very small in the country, with only half a dozen young companies creating games[ citation needed ]. However, in part due to the country's fast growing mobile market and its young population, video games are rapidly growing in popularity. [1]
Due to the growing penetration of smartphones across Nigeria and mobile broadband access that is cheaper and faster than it has been a few years earlier, developers have the opportunity to spread mobile games easily[ citation needed ]. The population of Nigeria is young, with more than 60% of the population being under 25 years old, and its locally produced movies and music both form a strong industry. [2] Nigeria has the world's fastest growing mobile internet usage behind China and India. [3]
According to Kunle Ogungbamila, CEO of Kuluya, Africa is "mobile first," with 650 million mobile-phone subscribers in Africa and close to 20% of those subscribers owning smartphones. This figure is expected to double by 2017. Android-based operating systems are currently the most used, but as the Google Play Store has millions of North-American and European applications available in the country, it is difficult for local developers to break through. [4] Furthermore, in-app purchases have proven to be an unsuccessful market strategy in Nigeria, with only 15% of the customers of local "breakout hit" ChopUp being willing to pay. However, mobile banking has only been introduced in Nigeria in 2012 and is expected to grow greatly in the coming years. [2] Microsoft's purchase of Nokia in 2014 helped boosting the Windows platform in Nigeria, while iOS is still lagging behind. [2]
According to Nigerian developers, the biggest market for local games is overseas. The business model of video game developer Gamsole targets foreign customers, with their games drawing inspiration from western releases such as Candy Crush and Angry Birds . According to founder Abiola Olaniran, "We don’t see it making sense for us to design for Nigerians alone ... We couldn’t have gotten ... 9 million downloads in Nigeria." More than 60% of video games released by Kuluya are being downloaded outside of Nigeria, [2] with most downloads coming from Ghana, Kenya and South Africa, as well as various Asian countries. [5] In 2013, Kuluya was valued at $2million after raising another seed stage investment to expand its commercial activities. [6]
Large western companies such as Electronic Arts and Gameloft have been profiting the Nigerian game market since 2012. [2] Meanwhile, large console manufacturers such as Microsoft and Sony have little interest in the country and though the Xbox 360 and PlayStation 3 are reasonably popular, services as Xbox Live are not available in Nigeria and video game piracy is common. [7]
Kuluya, Gamsole and Maliyo Games, each based in Lagos and focused on mobile gaming, were considered some of the most important game developers in Africa in 2013. [8] The gaming culture in Nigeria is considered one of the fastest growing in Africa. [9]
Nigerian video game developers have been attempting to create games with a "distinctly local flavor." For instance, local developer Maliyo Games builds games such as Okada Ride, "a game based on the ubiquitous delivery motorcycles that zip about the streets of Lagos." Mosquito Smasher is a game focused on killing Malaria-spreading mosquitoes and is increasing awareness of the disease. [2] [7] According to Hugo Obi, co-creator of Maliyo Games, the company aims to "use game[s] as an engine to share African experiences between ourselves and with the rest of the world through African narratives, sounds and characters." [3]
Kuluya takes a similar approach, weaving its games around local myths and stories in order to portray the country's rich and varied culture. CEO Ogungbamila said that "as a Yoruba person, I can pick out five very beautiful mythical or historical stories that we could draw from and build a game around[ citation needed ]. That's just in my local culture." Ogungbamila has spoken out against the negative portrayal of Africa in western video games focusing on prejudiced colonial-era viewpoints of "people who are forever in need of help." [7] Kuluya has also been developing games containing nods to other African countries, such as Kenya and South Africa. [5]
Nigeria is Africa's largest ICT market, accounting for 82% of the continent's telecoms subscribers and 29% of internet usage. Globally, Nigeria ranks 11th in the absolute number of internet users and 7th in the absolute number of mobile phones.
The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display. The first consumer video game hardware was released in the early 1970s. The first home video game console was the Magnavox Odyssey, and the first arcade video games were Computer Space and Pong. After its home console conversions, numerous companies sprang up to capture Pong's success in both the arcade and the home by cloning the game, causing a series of boom and bust cycles due to oversaturation and lack of innovation.
A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer.
The video game industry is the tertiary and quaternary sectors of the entertainment industry that specialize in the development, marketing, distribution, monetization and consumer feedback of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide.
The cinema of Nigeria, often referred to informally as Nollywood, consists of films produced in Nigeria; its history dates back to as early as the late 19th century and into the colonial era in the early 20th century. The history and development of the Nigerian motion picture industry is sometimes generally classified in four main eras: the Colonial era, Golden Age era, Video film era and the emerging New Nigerian cinema era.
MultiChoice is a South African company that operates DStv, a major satellite television service in Sub-Saharan Africa, and GOtv, a minor service operating in over nine countries of this area and Showmax service. MultiChoice was formed out of the subscriber-management branch of the M-Net terrestrial pay television company, and broadcasts the full range of M-Net channels on the DStv service. MultiChoice is owned by the media conglomerate of the same name. One of the subsidiaries of MultiChoice is DStv Stream, formally DStv Now then DStv App, a service that delivers television transmission to mobile devices such as laptops, smart phones and notebooks.
Mobile gambling refers to playing games of chance or skill for money by using a remote device such as a tablet computer, smartphone or a mobile phone with a wireless internet connection. Over a hundred mobile casinos were operating as of December 2013, with most of the big casino operators in gambling now providing a mobile platform for their player base.
Globacom Limited, commonly known as Glo, is a Nigerian multinational telecommunications company founded on 29 August 2003 by Mike Adenuga.
The 2000s was the fourth decade in the industry's history. It was a decade that was primarily dominated by Sony, Nintendo, newcomer Microsoft, and their respective systems. Sega, being Nintendo's main rival in the 1980s and 1990s, left the console market in 2001 in favor of returning to third-party development, as they once were. Overall the decade saw the last of the low resolution three-dimensional polygons of the 1990s with the emergence of high definition games, and often focused on developing immersive and interactive environments, implementing realistic physics, and improving artificial intelligence. The sixth and seventh generation of video game consoles went on sale, including the PlayStation 2, Xbox, GameCube, Xbox 360, PlayStation 3, Wii, Game Boy Advance, Nintendo DS and PlayStation Portable. Notable games released in the 2000s included Half-Life 2, Wii Sports, Grand Theft Auto III, BioShock, The Sims, Metroid Prime, Burnout 3: Takedown,Tony Hawk's Pro Skater 2, Resident Evil 4, The Legend of Zelda: The Wind Waker, Shadow of the Colossus,Grand Theft Auto: Vice City, Star Wars: Knights of the Old Republic, LittleBigPlanet, The Elder Scrolls III: Morrowind,World of Warcraft, Final Fantasy X, Perfect Dark, God of War, Left 4 Dead, Batman: Arkham Asylum, Counter-Strike, Prince of Persia: The Sands of Time,Diablo II, Pokémon Ruby and Sapphire, The Elder Scrolls IV: Oblivion,Super Smash Bros. Melee, Grand Theft Auto: San Andreas, Gears of War, Max Payne, Pokémon Diamond and Pearl,Super Mario Galaxy, Halo: Combat Evolved, Tony Hawk´s Pro Skater 3, Guitar Hero, Devil May Cry, Jak and Daxter: The Precursor Legacy, Ratchet & Clank, Sly Cooper and the Thievius Raccoonus,Hitman: Blood Money, Grand Theft Auto IV, Halo 2, The Legend of Zelda: Twilight Princess, Metal Gear Solid 2: Sons of Liberty, Metal Gear Solid 3: Snake Eater, Fallout 3, Super Mario Sunshine, Rock Band, Beyond Good & Evil,Portal, Ico, Jet Set Radio, Silent Hill 2, Psychonauts, Uncharted 2: Among Thieves,Halo 3, Plants vs. Zombies, Angry Birds, and Call of Duty 4: Modern Warfare.
NBA League Pass is the National Basketball Association's direct-to-consumer subscription-based product that provides live and on-demand NBA games. It is available to those in the United States and also as an international package for all other countries. TV versions can be viewed through a cable or satellite TV provider, as well as an over-the-top streaming service operated by the league.
The video game industry in China currently is one of the major markets for the global video game industry, where more than half a billion people play video games. Revenues from China make up around 25% of the nearly US$100 billion global video game industry as of 2018. Since 2015, China has exceeded the contribution to the global market from the United States. Because of its market size, China has been described as the "Games Industry Capital of the World" and is home to some of the largest video game companies. China has also been a major factor in the growth of esports, both in player talent and in revenue.
Windows Phone (WP) is a discontinued mobile operating system developed by Microsoft Mobile for smartphones as the replacement successor to Windows Mobile and Zune. Windows Phone featured a new user interface derived from the Metro design language. Unlike Windows Mobile, it was primarily aimed at the consumer market rather than the enterprise market.
The video games sector in South Africa is one of the largest video games markets and Esports scenes in Africa. The video games sector has overtaken the South African market in movies and music in market value and is still rapidly increasing. In 2016 the South African games industry advocacy group, Interactive Entertainment South Africa, stated that the video game market in the country was worth R2.2 billion whilst the domestic games industry was worth R58 million in 2014. A 2021 study by Newzoo and Carry1st estimates that 40% of sub-Saharan Africa's video game playing population were located in South Africa.
The video game industry is a young industry in Kenya. Though various start-up companies have appeared in the country since 2007, the existing businesses are dealing with funding issues and few successes have been made. However, shared spaces, support programs and government grants introduced over the past few years have allowed the industry to grow large in a short period of time. The introduction of broadband internet in 2009 spawned a generation of young ICT savvy people in the country and the Kenyan game industry is as of 2015 among the largest in Africa.
Video gaming is a growing sector in Colombia. The medium has been popular in the country since the 1980s, but little local development had taken place until the turn of the 21st century. As the country has been producing many engineers since the early 2010s, many of which specialized in electronics, industry and information technology, the local video game industry has been booming.
Video games are a rapidly growing industry in Thailand, with an average growth rate of 15% per year since 2017. In 2021, the Thai games market generated over a billion dollars, making it one of the highest-profile games markets in Southeast Asia. The number of gamers in Thailand has reached 32 million according to a report by Newzoo, an international games and esports analytics and market research group. And in 2022, Thailand was ranked among the top Southeast Asian video-game markets, with a revenue of US$1.24 billion that is forecasted to reach $1.4 billion in the same year.
Game Pass is a subscription service as part of Xbox and offered by Microsoft Gaming. Launched on June 1, 2017, the service allows users to download and play video games for Xbox video game consoles, Microsoft Windows, Android, iOS, iPadOS, web browsers, smart televisions and cloud. From a rotating library, with the games remaining accessible as long as the user has an active subscription. Game Pass subscribers also receive discounts on purchases of games from the service's library and their respective downloadable content (DLC).
Gambling in Nigeria is not well regulated. Although there is a gambling law in place, many illegal casinos operate in the country. The legal land-based casinos are located in the two largest cities. The biggest casino is The Federal Palace Hotel in Lagos. Nigerian law focuses on activities to reduce money laundering and illegal gambling.
Video gaming in Indonesia is a growing sector, holding the 16th largest market in the world and about half of the Southeast Asian market in 2017. Over 40 million people in the country are active gamers, with mobile gaming being the dominant sector in terms of revenue. The development of video games in the country began with imported consoles and arcade centres, prior to developments of online gameplay in PC games and increasing prevalence of the internet cafés. Mobile games began gaining importance as smartphones were introduced.
The popularisation of mobile games began as early as 1997 with the introduction of Snake preloaded on Nokia feature phones, demonstrating the practicality of games on these devices. Several mobile device manufacturers included preloaded games in the wake of Snake's success. In 1999, the introduction of the i-mode service in Japan allowed a wide variety of more advanced mobile games to be downloaded onto smartphones, though the service was largely limited to Japan. By the early 2000s, the technical specifications of Western handsets had also matured to the point where downloadable applications could be supported, but mainstream adoption continued to be hampered by market fragmentation between different devices, operating environments, and distributors.