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Streaming - Pakistan

Pakistan
  • In Pakistan, revenue in the Streaming market is projected to reach US$272.7k in 2024.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.21%, leading to a projected market volume of US$386.2k by 2029.
  • While most revenue is currently generated China, the Streaming market in Pakistan is also showing potential growth.
  • By 2029, the number of users in the Streaming market in Pakistan is expected to amount to 6.3m users.
  • User penetration in Pakistan will be 1.9% in 2024 and is anticipated to increase to 2.3% by 2029.
  • The average revenue per user (ARPU) in Pakistan is expected to amount to US$0.1.
  • In Pakistan, the eSports streaming market is witnessing a surge in popularity, driven by increasing youth engagement and robust internet connectivity.

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
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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 Pakistan is seeing steady growth, despite being impacted by various factors such as limited access to high-speed internet and lack of mainstream recognition. With a subdued growth rate, the streaming market within eSports is gaining traction due to the convenience and accessibility it offers to gamers and spectators.

    Customer preferences:
    The rise of mobile gaming and streaming has led to a growing demand for high-speed internet and advanced technology among young gamers in Pakistan. This trend is driven by the country's large youth population and their increasing access to internet-enabled devices. As a result, there has been a rise in online gaming tournaments and platforms, creating opportunities for brands to engage with this avid and tech-savvy audience. Additionally, the growing popularity of eSports in Pakistan has also led to an increase in demand for live streaming services, providing a convenient and immersive viewing experience for fans.

    Trends in the market:
    In Pakistan, the eSports market is experiencing a surge in streaming platforms, with a growing number of players and viewers turning to online platforms for their gaming needs. This trend is expected to continue in the coming years, with the availability of high-speed internet and affordable smartphones driving the growth of the streaming market. For industry stakeholders, this presents an opportunity to tap into a rapidly expanding market and offer innovative and engaging content to gamers. However, there may also be challenges in terms of infrastructure and competition from established global streaming platforms. As such, it will be essential for companies to stay on top of these trends and adapt their strategies accordingly to capitalize on the potential of the eSports streaming market in Pakistan.

    Local special circumstances:
    In Pakistan, the streaming market within the eSports market is influenced by its growing internet and smartphone penetration, making it easier for gamers to access online tournaments and live streaming platforms. The country's strong gaming culture, driven by its young and tech-savvy population, also contributes to the market's growth. However, the lack of proper infrastructure and government regulations in the gaming industry pose challenges for its development. Additionally, cultural and religious beliefs may limit the acceptance and popularity of certain games, shaping the market's dynamics in unique ways.

    Underlying macroeconomic factors:
    The growth of the Streaming Market within the eSports Market in Pakistan is influenced by macroeconomic factors such as technological advancements, government policies, and overall economic stability. Pakistan's rapidly growing digital infrastructure and increasing internet penetration rate have created a favorable environment for the development of the streaming market. Government initiatives to promote the gaming industry and investments in digital infrastructure have also contributed to the growth of the market. However, the economic instability and currency devaluation in the country may pose challenges for market growth. Additionally, the rising popularity of eSports globally and the increasing demand for streaming services are expected to drive the growth of the market in Pakistan.

    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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