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Streaming - GCC

GCC
  • In the GCC, revenue in the Streaming market is projected to reach US$633.6k in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 5.42%, leading to a projected market volume of US$824.9k by 2029.
  • While most revenue is generated China, the Streaming market in the GCC is also expected to contribute significantly.
  • By 2024, the projected market volume in the GCC is US$40.5m.
  • The number of users in the Streaming market within the GCC is expected to amount to 5.7m users by 2029.
  • User penetration in the GCC will be 9.5% in 2024 and is anticipated to reach 11.4% by 2029.
  • The average revenue per user (ARPU) in the GCC is expected to amount to US$0.1.
  • In the GCC region, the streaming eSports market is witnessing significant growth, driven by increasing youth engagement and digital platform investments.

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 GCC nan is witnessing a steady growth, driven by factors such as increasing popularity of streaming platforms, growing interest in competitive gaming, and the convenience of online tournaments. However, the subdued growth rate is impacted by various challenges such as limited internet connectivity and lack of awareness among potential consumers.

    Customer preferences:
    Streaming has become a significant revenue driver in the eSports market, as more consumers turn to online platforms for live streaming of gaming events and tournaments. This trend is particularly evident in the GCC region, where there is a growing interest in eSports among the younger population. As the region continues to embrace technology and digital entertainment, the demand for streaming services is expected to rise. Furthermore, with the rise of mobile gaming and the growing popularity of streaming platforms, there has been a shift towards on-the-go streaming, catering to the busy and mobile lifestyles of consumers in the region.

    Trends in the market:
    In the GCC region, the eSports market is experiencing significant growth, with a focus on live streaming platforms. This trend is driven by the increasing popularity of eSports and the rise of platforms like Twitch and YouTube Gaming. These platforms allow players to monetize their gameplay through advertising and subscriptions, while also providing a way for fans to interact with their favorite players. This trajectory is significant for industry stakeholders as it opens up new revenue streams and opportunities for partnerships. However, it also poses challenges for traditional media companies as they struggle to compete with the engagement and reach of these platforms. As the streaming market continues to evolve, it will be important for industry stakeholders to adapt and stay ahead of the trends to remain relevant in the rapidly growing eSports market.

    Local special circumstances:
    In the GCC region, the eSports market is seeing a surge in streaming platforms due to the high internet penetration and mobile usage rates. The region's young population is also driving the streaming market, with a growing interest in competitive gaming and watching live events. However, the conservative cultural norms and restrictions on content in some GCC countries can pose challenges for streaming platforms, leading to the need for localized content and compliance with regulations. Additionally, the region's hot climate and traditional preference for indoor activities make streaming an attractive option for gamers and viewers alike.

    Underlying macroeconomic factors:
    The GCC and Streaming Market within the eSports Market is heavily influenced by macroeconomic factors such as technological advancements, regulatory support, and investment in digital infrastructure. Countries with favorable regulatory environments and strong investment in digital technologies are experiencing faster market growth compared to regions with regulatory challenges and limited funding. Additionally, the increasing popularity of streaming platforms and the rise of eSports as a mainstream entertainment option are driving the demand for high-quality streaming services and advanced technology within the region.

    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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