| Product Code: ETC4384011 | Publication Date: Jul 2023 | Updated Date: Aug 2025 | Product Type: Report | |
| Publisher: 6Wresearch | Author: Ravi Bhandari | No. of Pages: 85 | No. of Figures: 45 | No. of Tables: 25 |
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Overview |
3.1 Kenya Country Macro Economic Indicators |
3.2 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, 2021 & 2031F |
3.3 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Industry Life Cycle |
3.4 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Porter's Five Forces |
3.5 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Entertainment, 2021 & 2031F |
3.6 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Animation Segments, 2021 & 2031F |
3.7 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Types, 2021 & 2031F |
4 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing smartphone penetration in Kenya |
4.2.2 Growing demand for entertainment content across various platforms |
4.2.3 Rise in disposable income leading to increased spending on gaming and animation |
4.2.4 Technological advancements in gaming and animation industry |
4.2.5 Government initiatives to promote digital entertainment sector |
4.3 Market Restraints |
4.3.1 Limited internet infrastructure and connectivity issues |
4.3.2 High cost of data and access to devices |
4.3.3 Lack of skilled professionals in the gaming and animation industry |
4.3.4 Piracy and copyright issues affecting content creators |
4.3.5 Regulatory challenges and censorship in the content industry |
5 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Trends |
6 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Types |
6.1 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Entertainment |
6.1.1 Overview and Analysis |
6.1.2 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Entertainment, 2021 - 2031F |
6.1.3 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 2D, 2021 - 2031F |
6.1.4 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 3D, 2021 - 2031F |
6.1.5 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Visual Effects, 2021 - 2031F |
6.1.6 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By TV, 2021 - 2031F |
6.1.7 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Direct-to-DVD and Content, 2021 - 2031F |
6.2 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Animation Segments |
6.2.1 Overview and Analysis |
6.2.2 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By E-Education, 2021 - 2031F |
6.2.3 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Web designing, 2021 - 2031F |
6.2.4 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Animation entertainment, 2021 - 2031F |
6.3 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Types |
6.3.1 Overview and Analysis |
6.3.2 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By PC games, 2021 - 2031F |
6.3.3 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Mobile games, 2021 - 2031F |
6.3.4 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Console games, 2021 - 2031F |
6.3.5 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Online games, 2021 - 2031F |
7 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Import-Export Trade Statistics |
7.1 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Export to Major Countries |
7.2 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Imports from Major Countries |
8 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Key Performance Indicators |
8.1 Average time spent by Kenyan consumers on gaming and animation content per day |
8.2 Number of new mobile, PC, and console gaming titles launched in Kenya |
8.3 Percentage of households with access to gaming and animation content |
8.4 Growth in viewership of Kenyan-produced TV shows and animations |
8.5 Adoption rate of emerging technologies in the gaming and animation sector |
9 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Opportunity Assessment |
9.1 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Entertainment, 2021 & 2031F |
9.2 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Animation Segments, 2021 & 2031F |
9.3 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Types, 2021 & 2031F |
10 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Competitive Landscape |
10.1 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenue Share, By Companies, 2024 |
10.2 Kenya Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |
Export potential enables firms to identify high-growth global markets with greater confidence by combining advanced trade intelligence with a structured quantitative methodology. The framework analyzes emerging demand trends and country-level import patterns while integrating macroeconomic and trade datasets such as GDP and population forecasts, bilateral import–export flows, tariff structures, elasticity differentials between developed and developing economies, geographic distance, and import demand projections. Using weighted trade values from 2020–2024 as the base period to project country-to-country export potential for 2030, these inputs are operationalized through calculated drivers such as gravity model parameters, tariff impact factors, and projected GDP per-capita growth. Through an analysis of hidden potentials, demand hotspots, and market conditions that are most favorable to success, this method enables firms to focus on target countries, maximize returns, and global expansion with data, backed by accuracy.
By factoring in the projected importer demand gap that is currently unmet and could be potential opportunity, it identifies the potential for the Exporter (Country) among 190 countries, against the general trade analysis, which identifies the biggest importer or exporter.
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