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Streaming - Egypt

Egypt
  • In Egypt, revenue in the Streaming market is projected to reach US$514.4k in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.98%, leading to a projected market volume of US$655.9k by 2029.
  • While most revenue is generated China, Egypt's Streaming market is also set to grow significantly.
  • In this market, the number of users in Egypt is expected to amount to 8.3m users by 2029.
  • User penetration in Egypt will be 5.8% in 2024 and is anticipated to rise to 6.8% by 2029.
  • The average revenue per user (ARPU) in Egypt is expected to reach US$0.1.
  • In Egypt, the streaming eSports market is gaining momentum as local gamers increasingly engage in digital tournaments and interactive livestreams.

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.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Live broadcast content
  • Professional gamers
  • Gaming related content

Out-Of-Scope

  • Video-on-Demand
  • Casual Gamers
  • Non-gaming related content
Esports: market data & analysis - Cover

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Esports: market data & analysis

Study Details

    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

    Analyst Opinion

    The eSports market in Egypt is slowly growing, influenced by factors such as limited access to reliable internet and lack of awareness among the population. Despite this minimal growth rate, the market shows potential for expansion with the increasing popularity of online gaming platforms.

    Customer preferences:
    Streaming platforms have become increasingly popular in Egypt, as consumers embrace the convenience and variety they offer. This trend is driven by the country's young population, who are avid gamers, and the growing popularity of eSports tournaments. Furthermore, the rise of mobile gaming and the availability of high-speed internet have contributed to the growth of the streaming market in Egypt. This has also led to an increase in online gaming communities and the emergence of local eSports teams, highlighting the country's passion for gaming and its potential as a regional hub for the eSports industry.

    Trends in the market:
    In Egypt, the eSports market is experiencing a surge in streaming services, with platforms such as Twitch and YouTube gaining popularity among gamers. This trend is expected to continue, as the country's young population is highly engaged in gaming and has access to high-speed internet. The significance of this trend lies in the potential for increased revenue for streaming platforms and game publishers, as well as opportunities for sponsorships and partnerships. However, there may also be implications for traditional media outlets, as the younger audience shifts their attention to online streaming. This trend highlights the importance of digital media in the eSports market and the need for industry stakeholders to adapt to changing consumption patterns.

    Local special circumstances:
    In Egypt, the Streaming Market within the eSports Market is experiencing growth due to the country's large youth population and high internet usage. With the government's support for the gaming industry and the rise of local gaming communities, the market is expected to continue expanding. However, stringent regulations on content and censorship may pose challenges for streaming platforms. Additionally, cultural norms may impact the types of games and content that are popular in the country, with a preference for traditional sports and strategy games.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in Egypt is affected by macroeconomic factors such as the country's economic health, government policies, and global economic trends. Favorable economic conditions and government support for the gaming industry have contributed to the growth of the market. However, fluctuations in the country's economy and changes in fiscal policies can impact the market's performance. Additionally, the increasing popularity of eSports globally and the rise of digital entertainment have also influenced the growth of the Streaming Market in Egypt. Moreover, the country's growing youth population and their high interest in gaming have contributed to the market's growth. These factors indicate a positive outlook for the Streaming Market within the eSports Market in Egypt.

    Reach

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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