Report · September 2026
2026 Guide to the Nigerian Video Game Industry
Special focus on consoles, accessories and physical copies of games
An evidence-based study of Nigeria’s market for consoles, accessories and physical copies of games, with contributions from the World Intellectual Property Organization and SpielFabrique.
Prince C. Oguguo, PhD (Chief Economist) and Jemilat G. Saad (Junior Economist), Analytics for Africa
PDF · 20 pages · 2.5 MB · Free, no sign-up
Summary
What the report covers
Nigerians spend about ₦41.3 billion a year on game consoles, accessories and physical copies of games — roughly US$26.9 million — but almost none of it reaches Nigerian game developers. Every console, accessory and disc identified in this study was imported, and no African-origin title appears among the five most-traded games, new or used.
Drawing on 14 stakeholder interviews and 7,659 marketplace listings, the report maps who sells what and where, which platforms and genres actually move, how fast consoles hold their value, and what it would take for more of that spending to stay in the country. It includes guest contributions from WIPO on intellectual property basics for studios, and from SpielFabrique on expanding to European markets.
Key findings
What the study found
- Market size: ₦41.3 billion a year (about US$26.9 million) for consoles, accessories and physical games
- Trade is concentrated in the South — Lagos leads by value, with the FCT (Abuja) a distant second
- PlayStation dominates, including continued sales of new PS4s after the PS5 launch
- Action-adventure and first-person shooters lead overall, with football the stand-out sports title — a core-gamer skew, and near-identical North and South
- The seller base is highly fragmented, skewed to peer-to-peer and small vendors
- PlayStation hardware retains value best; Meta Quest devices depreciate fastest
- Investment in local content and IP capability is needed to capture more domestic value and jobs
Suggested citation
Oguguo, P. C. and Saad, J. G. (2026). 2026 Guide to the Nigerian Video Game Industry: Special focus on consoles, accessories and physical copies of games. Analytics for Africa. https://doi.org/10.5281/zenodo.22855455
Licence
Published under a CC BY 4.0 licence. You may share and adapt it, including commercially, provided you credit Analytics for Africa, link to the licence and indicate any changes.
The licence does not cover the guest contributions from WIPO and SpielFabrique, or any logos or trademarks, which remain with their owners. For anything the licence does not cover, contact hello@analyticsforafrica.org.
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