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 eSports market in MENA has been seeing a steady rise, fueled by factors like technological advancements, growing interest in gaming, and the convenience of online streaming. This market is experiencing mild growth, influenced by factors like slow internet speeds and limited access to gaming equipment.
Customer preferences: The MENA region has seen a significant rise in demand for streaming services, driven by the increasing popularity of eSports among the younger demographic. This trend is further fueled by the rise of online gaming communities and the proliferation of mobile devices, making it easier for consumers to access live streams of eSports events. Additionally, the traditional sports industry has also recognized the potential of eSports, leading to an increase in partnerships and collaborations between eSports organizations and mainstream media outlets. As a result, we can expect to see a continued growth in the streaming market within the eSports industry, driven by the evolving preferences and lifestyle of the region's digital-savvy youth.
Trends in the market: In MENA, the Streaming Market within the eSports Market is experiencing a surge in popularity, with a growing number of players and viewers across the region. This trend is driven by the increasing availability of high-speed internet and the rise of professional eSports teams and tournaments. This trajectory is significant as it presents new opportunities for industry stakeholders, such as streaming platforms and advertisers, to tap into a lucrative market. It also has potential implications for traditional sports, as more and more viewers are turning to eSports as a form of entertainment.
Local special circumstances: In the MENA region, the popularity of eSports is on the rise due to the high youth population and the increasing demand for online entertainment. With a strong gaming culture and a growing number of eSports tournaments, the region has become a hub for gamers and fans. However, the lack of infrastructure and regulation in some countries poses challenges for the growth of the streaming market. Additionally, cultural and religious sensitivities may also impact the types of games and content that are popular in the region.
Underlying macroeconomic factors: The Streaming Market within the eSports Market in MENA is heavily influenced by macroeconomic factors such as the overall economic health of the region, government policies, and global economic trends. The growth of the market is also impacted by the level of investment in technological infrastructure and regulatory support. Countries with favorable economic policies and strong investment in digital technologies are expected to experience faster market growth compared to those with limited funding and regulatory challenges. Furthermore, the increasing popularity of eSports and the growing young population in the region are also driving the demand for streaming services, creating a favorable market environment for growth.
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.