Definition:
Esports Streaming refers to the live broadcasting and on-demand viewing of competitive gaming content across digital platforms, allowing fans to watch their favorite games, tournaments, and players in real-time or at their convenience. This market is driven by platforms like Twitch, YouTube Gaming, and others, where millions of viewers engage with live streams, highlights, and commentary. Esports streaming not only provides entertainment but also offers a platform for advertisers, sponsors, and content creators to reach a global audience. It is a critical component of the esports ecosystem, enhancing fan interaction, expanding the reach of esports events, and generating significant revenue through ad placements, subscriptions, and viewer donations.Additional information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending and ad spending. Sales channel data shows online revenues. All monetary figures refer to the annual gross revenue.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
The African eSports streaming market is seeing moderate growth due to factors such as the continent's increasing access to internet and rising interest in gaming. However, challenges such as limited infrastructure and low disposable income are impacting the growth rate.
Customer preferences: The rising popularity of eSports in Africa is driving a surge in demand for streaming services, as more individuals seek to watch live tournaments and events. This trend is influenced by the region's increasing access to high-speed internet and the growing interest in gaming among younger demographics. As a result, we can expect to see a continued growth in the adoption of streaming platforms and a shift towards digital consumption of eSports content in the region.
Trends in the market: In Africa, the eSports market is experiencing a surge in streaming services, with platforms like Twitch and YouTube gaining popularity among gamers. This trend is expected to continue, as the continent's internet connectivity and infrastructure continue to improve. The significance of this trend lies in its potential to democratize eSports, making it more accessible to a wider audience. For industry stakeholders, this presents an opportunity to tap into a growing market and reach a diverse and engaged audience. Additionally, the rise of streaming in Africa could also lead to the emergence of local eSports stars and teams, further fueling the growth of the industry.
Local special circumstances: In Africa, the eSports Streaming Market is still in its early stages, but is rapidly growing due to the continent's young population and increasing internet connectivity. However, regulatory challenges, such as limited broadband infrastructure and high data costs, pose significant barriers to the market's growth. Additionally, cultural factors, such as the preference for traditional sports and limited access to gaming equipment, also impact the development of the market in Africa. These unique circumstances require tailored strategies to successfully penetrate and thrive in the African eSports Streaming Market.
Underlying macroeconomic factors: The growth of the Streaming Market within the eSports Market in Africa is heavily influenced by macroeconomic factors such as technological advancements, government policies, and investment in digital infrastructure. Countries with strong government support and investments in technology are experiencing significant growth in their streaming market, while those with limited resources and regulatory challenges are falling behind. Furthermore, the rise in disposable income, increasing internet penetration, and the growing popularity of eSports are contributing to the growth of the streaming market in Africa.
Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.Modeling approach / market size:
The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.Forecasts:
We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.Additional notes:
The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights