Games Live Streaming - Armenia

  • Armenia
  • Armenia is a country where revenue in the Games Live Streaming market market is projected to reach US$3.06m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.94%, resulting in a projected market volume of US$4.28m by 2029.
  • Within the Games Live Streaming market market in Armenia, the number of users is expected to amount to 0.7m users by 2029.
  • User penetration will be 18.6% in 2024 and is expected to hit 26.4% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Armenia is projected to amount to US$5.91 in 2024.
  • Armenia's gaming live streaming market is experiencing a surge in viewership, showcasing a growing interest in interactive entertainment within the country.

Key regions: Japan, China, Europe, France, Germany

 
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Analyst Opinion

The Games Live Streaming market in Armenia has been experiencing significant growth in recent years.

Customer preferences:
Armenian consumers are increasingly turning to live streaming platforms to watch and engage with their favorite games. This shift in consumer behavior can be attributed to several factors. Firstly, live streaming allows gamers to connect with a wider community of players and enthusiasts, creating a sense of belonging and camaraderie. Additionally, the convenience of being able to watch games from the comfort of their own homes has made live streaming a popular choice among Armenian gamers.

Trends in the market:
One of the key trends in the Games Live Streaming market in Armenia is the rise of local gaming influencers. These influencers, who have gained a significant following on platforms such as Twitch and YouTube, have become an important source of entertainment and information for Armenian gamers. They often provide live commentary and analysis of games, creating a more immersive and interactive experience for viewers. As a result, many gaming companies are partnering with these influencers to promote their games and reach a wider audience. Another trend in the market is the increasing popularity of esports tournaments in Armenia. Esports, or competitive video gaming, has gained a massive following worldwide, and Armenia is no exception. Local esports tournaments attract both professional players and enthusiastic spectators, creating a vibrant gaming community. The growth of esports in Armenia has further fueled the demand for live streaming platforms, as fans want to watch their favorite players and teams compete in real-time.

Local special circumstances:
Armenia has a strong culture of gaming, with a significant portion of the population actively participating in gaming activities. This has created a favorable environment for the development of the Games Live Streaming market. Additionally, the country's relatively high internet penetration rate and the availability of affordable high-speed internet have made it easier for gamers to access live streaming platforms.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Armenia can also be attributed to broader macroeconomic factors. The country has experienced steady economic growth in recent years, which has increased disposable incomes and the purchasing power of consumers. As a result, more Armenians are able to afford gaming consoles, computers, and other gaming equipment, leading to an increase in the demand for live streaming platforms. In conclusion, the Games Live Streaming market in Armenia is experiencing significant growth due to changing customer preferences, the rise of local gaming influencers, the popularity of esports tournaments, the country's strong gaming culture, and favorable macroeconomic conditions. As the market continues to evolve, it is expected that more players will enter the market and innovative features will be introduced to enhance the gaming experience for Armenian consumers.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, video gaming revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

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