Streaming - Morocco

  • Morocco
  • In Morocco, revenue in the Streaming market is projected to reach US$325.8k in 2024.
  • This revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 6.68%, leading to a projected market volume of US$450.1k by 2029.
  • Although most revenue is generated China, the Streaming market in Morocco is also developing.
  • By 2029, the number of users in the Streaming market in Morocco is expected to amount to 3.9m users.
  • User penetration in Morocco will be 7.4% in 2024 and is expected to rise to 9.7% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Morocco is expected to amount to US$0.1.
  • In Morocco, the growing interest in eSports streaming is fostering a vibrant community, enhancing engagement among youth and attracting local sponsorship opportunities.

Key regions: Germany, United States, China, India, South Korea

 
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Analyst Opinion

The eSports streaming market in Morocco is seeing subdued growth, impacted by factors such as limited internet access and low disposable income for purchasing streaming services. Despite this, the market is expected to experience gradual growth due to the increasing popularity of eSports in the region and the convenience of streaming platforms.

Customer preferences:
The rise of mobile gaming has spurred the demand for streaming platforms in the eSports market in Morocco. With a growing young population and increasing access to technology, there is a shift towards online gaming as a preferred form of entertainment. This has led to a rise in the popularity of streaming platforms, as well as a demand for high-quality content and engaging online communities. Additionally, with the rise of social media and influencer culture, there is a growing trend of eSports fans following and engaging with their favorite players and teams through streaming platforms.

Trends in the market:
In Morocco, the eSports market is experiencing a surge in streaming platforms as more players and enthusiasts turn to online channels to watch and engage with their favorite games and tournaments. This trend is expected to continue, with the rise of social media and digital technologies making it easier for fans to connect and interact with the eSports community. This presents significant opportunities for industry stakeholders, such as game developers, streaming platforms, and advertisers, to tap into this growing market and reach a wider audience. Additionally, the increasing availability of high-speed internet and the proliferation of mobile devices in Morocco are further fueling the growth of the streaming market within the eSports industry. As such, it is crucial for stakeholders to stay ahead of the curve and adapt to these trends to remain competitive in the market.

Local special circumstances:
In Morocco, the eSports streaming market is influenced by the country's growing internet penetration and the government's efforts to promote the digital economy. Additionally, the country's strong youth population and interest in competitive gaming contribute to the growth of the market. However, strict regulations on internet usage and censorship may pose challenges for streaming platforms. The cultural emphasis on community and social gaming could also shape the streaming market, as well as the popularity of mobile gaming due to the widespread use of smartphones.

Underlying macroeconomic factors:
The Streaming Market within the eSports Market in Morocco is influenced by macroeconomic factors such as technological advancements, government support, and investment in digital infrastructure. With the country's growing economy and favorable regulatory environment, there is a high potential for market growth. Additionally, the increasing popularity of eSports and the growing demand for streaming services, especially among the young population, is driving the growth of the market. However, challenges such as limited internet connectivity and low purchasing power may hinder market growth. Despite these challenges, the market is expected to thrive as the government continues to invest in digital infrastructure and promote the development of the gaming industry.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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