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 Nigeria is facing minimal growth due to various factors such as lack of infrastructure, limited access to technology, and low awareness among consumers. Despite this, the market is gradually gaining traction, driven by the convenience of live streaming services and the growing interest in competitive gaming.
Customer preferences: With the rise of digital entertainment and the growing popularity of eSports in Nigeria, consumers are increasingly turning to streaming platforms to access their favorite games and tournaments. This trend is driven by a younger demographic that values convenience and the ability to watch and interact with their favorite players in real-time. Moreover, the rise of mobile gaming and the increasing availability of affordable internet access in Nigeria has further fueled the demand for streaming services in the eSports market.
Trends in the market: In Nigeria, the eSports market is experiencing a surge in the streaming market, with platforms like Twitch and YouTube gaining popularity. This trend is expected to continue as more Nigerians gain access to high-speed internet and smartphones. The significance of this trend is that it allows for a wider reach and engagement with the audience, which can lead to increased revenue for players, teams, and event organizers. Additionally, it provides an opportunity for local players and events to gain international recognition and attract sponsorship deals. However, there may be challenges in terms of infrastructure and copyright issues that need to be addressed by industry stakeholders to fully capitalize on this trend.
Local special circumstances: In Nigeria, the eSports market is still in its early stages of development, but the streaming market is already showing promising growth due to the country's high internet and smartphone penetration rates. The youth population's growing interest in gaming and the emergence of local professional eSports teams have also contributed to the market's growth. However, challenges such as unstable internet infrastructure and low disposable income may hinder the market's potential. Additionally, the country's strict regulations on gambling and betting may impact the growth of eSports tournaments and betting platforms.
Underlying macroeconomic factors: The growth of the Streaming Market within the eSports Market in Nigeria is heavily influenced by macroeconomic factors such as technological advancements, government support, and investment in digital infrastructure. As Nigeria continues to experience economic growth and modernization, the demand for digital entertainment, including eSports streaming, is expected to increase. Furthermore, the country's significant youth population and rising disposable income are also contributing to the growth of the market. However, challenges such as limited internet access and infrastructure in some regions may hinder the market's expansion, highlighting the importance of government policies and investments in improving digital infrastructure to support the market's 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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights