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Streaming - United Arab Emirates

United Arab Emirates
  • In the United Arab Emirates, revenue in the Streaming market is projected to reach US$163.4k in 2024.
  • The revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 4.33%, leading to a projected market volume of US$202.0k by 2029.
  • Although most revenue in the global Streaming market is generated China, in the United Arab Emirates is part of this growing market with a projected market volume of US$40.5m in 2024.
  • By 2029, the number of users in the Streaming market in the United Arab Emirates is expected to amount to 1.7m users.
  • User penetration in the United Arab Emirates will be 14.5% in 2024 and is expected to increase to 17.0% by 2029.
  • The average revenue per user (ARPU) in the United Arab Emirates is anticipated to amount to US$0.1.
  • The United Arab Emirates is rapidly emerging as a hub for eSports streaming, driven by increasing youth engagement and government support for digital innovation.

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 the UAE is seeing slow growth due to factors such as limited internet infrastructure and low awareness among consumers. Despite this, the convenience of online services and increasing interest in eSports are driving some growth.

    Customer preferences:
    The eSports market in the United Arab Emirates is experiencing a significant increase in the demand for live streaming services. With the rise of social media and online platforms, consumers are increasingly looking for convenient and engaging ways to watch their favorite eSports tournaments and events. This shift in consumer behavior has also led to the emergence of new technologies and platforms that cater specifically to the streaming needs of the eSports industry. Additionally, with the growing popularity of eSports in the region, there has been a rise in the number of local streaming channels and platforms, catering to the cultural nuances and preferences of the audience.

    Trends in the market:
    In the United Arab Emirates, the eSports market is experiencing a surge in streaming platforms, with major players like Twitch and YouTube gaining popularity. This trend is driven by the increasing demand for live streaming of eSports events and tournaments. As the market continues to grow, there is a shift towards more professional and high-quality production of eSports content, making it more appealing to potential viewers. This trend is significant for industry stakeholders as it presents opportunities for partnerships and collaborations with streaming platforms, as well as potential revenue streams through advertising and sponsorships. However, it also poses challenges for smaller streaming platforms to compete and stand out in the market.

    Local special circumstances:
    In the United Arab Emirates, the eSports streaming market is heavily influenced by the country's strong internet infrastructure and high smartphone penetration. Additionally, the country's young and tech-savvy population has contributed to the rise of eSports as a popular form of entertainment. However, the market is also regulated by the National Media Council, which requires streaming platforms to obtain a license and adhere to specific content guidelines. This has led to a more curated and localized streaming experience for UAE audiences.

    Underlying macroeconomic factors:
    The growth of the Streaming Market within the eSports Market in the United Arab Emirates is greatly impacted by macroeconomic factors such as the country's strong economic health and favorable fiscal policies. With a booming economy and high levels of disposable income, the demand for streaming services in the eSports market is expected to rise significantly. Additionally, the country's investment in digital infrastructure and advancements in technology have created a supportive environment for the growth of the streaming market. Furthermore, the increasing popularity of eSports in the region, coupled with the rising youth population, is expected to drive the demand for streaming services in the country.

    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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