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Streaming - South Africa

South Africa
  • In South Africa, revenue in the Streaming market is projected to reach US$3.3m in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 9.83%, which would result in a projected market volume of US$5.3m by 2029.
  • Although most revenue in the global Streaming market is generated China with a projected market volume of US$40.5m in 2024, in South Africa is also experiencing growth in this sector.
  • By 2029, the number of users in the Streaming market in South Africa is expected to amount to 16.7m users.
  • User penetration in South Africa will be 19.8% in 2024 and is projected to reach 26.0% by 2029.
  • The average revenue per user (ARPU) in South Africa is expected to amount to US$0.3.
  • In South Africa, the streaming segment of the eSports market is experiencing a surge in popularity, reflecting a growing appetite for competitive gaming content among youth.

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 streaming market in South Africa has seen steady growth, fueled by the growing popularity of digital platforms, rising interest in competitive gaming, and the convenience of online streaming services. This growth is supported by an average growth rate, impacted by factors such as increasing internet penetration and the rise of mobile gaming.

    Customer preferences:
    In South Africa, the Streaming Market within the eSports Market has seen a rise in demand for interactive streaming platforms and live events. This trend is driven by a growing interest in gaming and eSports among younger generations, as well as the increasing availability of high-speed internet connections. Additionally, with the rise of mobile gaming and the proliferation of smartphones, there has been a shift towards on-the-go streaming and mobile eSports tournaments, catering to the busy and tech-savvy lifestyle of South African consumers.

    Trends in the market:
    In South Africa, the eSports market is experiencing a surge in streaming services, with platforms like Twitch and YouTube Gaming gaining popularity among gamers and viewers. This trend is expected to continue, as the country's internet infrastructure improves and more people have access to high-speed internet. It also presents opportunities for industry stakeholders, such as game developers and sponsors, to reach a wider audience and engage with fans. However, it also poses challenges for traditional media and broadcasting companies, as they may struggle to compete with the convenience and accessibility of online streaming. As the streaming market within the eSports market continues to grow, it is important for stakeholders to adapt and incorporate streaming into their strategies in order to stay relevant and tap into the potential of this emerging trend.

    Local special circumstances:
    In South Africa, the eSports Streaming Market is heavily influenced by the country's unique cultural and regulatory landscape. While the market is growing rapidly due to the increasing popularity of eSports and online gaming, it faces challenges such as limited access to high-speed internet and a lack of local streaming platforms. Additionally, the country's strict broadcasting regulations have posed obstacles for international streaming platforms looking to enter the market. However, with the government's recent efforts to improve internet infrastructure and promote the growth of the digital economy, the Streaming Market within the eSports Market in South Africa is expected to see significant growth in the coming years.

    Underlying macroeconomic factors:
    The streaming market within the eSports market in South Africa is heavily impacted by macroeconomic factors such as the country's economic health, global economic trends, fiscal policies, and other relevant financial indicators. As South Africa continues to recover from the effects of the COVID-19 pandemic, its economic performance will be a key determinant of the growth and success of the streaming market within the eSports market. Additionally, government regulations and policies related to the digital and gaming industries will play a crucial role in shaping the market's trajectory. Moreover, the increasing popularity of eSports globally and the rise of digital streaming platforms are expected to further drive the growth of the streaming market within the eSports market in South Africa.

    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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