Games Live Streaming - Bosnia and Herzegovina

  • Bosnia and Herzegovina
  • Revenue in the Games Live Streaming market is projected to reach US$4.18m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.84%, resulting in a projected market volume of US$5.82m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 629.9k users by 2029.
  • User penetration will be 14.1% in 2024 and is expected to hit 20.1% 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 is projected to amount to US$9.31 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Bosnia and Herzegovina has been experiencing significant growth in recent years. Customer preferences for online gaming and streaming platforms have been a driving force behind this trend. Additionally, local special circumstances and underlying macroeconomic factors have contributed to the development of the market. Customer preferences in Bosnia and Herzegovina have shifted towards online gaming and streaming platforms due to their convenience and accessibility. With the increasing availability of high-speed internet connections, gamers are able to stream their gameplay live to a global audience. This allows them to connect with other players, showcase their skills, and even monetize their content through sponsorships and donations. The rise of esports has also played a role in the popularity of live game streaming, as competitive gaming events are often broadcasted online for viewers to watch. In addition to customer preferences, several trends in the market have contributed to its growth. The increasing popularity of mobile gaming has led to a rise in mobile game streaming, as gamers can now stream their gameplay directly from their smartphones. This trend has opened up new opportunities for content creators and has expanded the reach of the market. Furthermore, the integration of social media platforms with live game streaming has allowed for greater interaction and engagement between streamers and their audience. Viewers can now comment, like, and share streams, creating a sense of community and fostering a more immersive experience. Local special circumstances in Bosnia and Herzegovina have also played a role in the development of the Games Live Streaming market. The country has a young population that is highly engaged in online gaming and streaming. This demographic is more likely to adopt new technologies and embrace the concept of live game streaming. Additionally, the relatively low cost of internet access in the country has made it more accessible to a wider audience, further driving the growth of the market. Underlying macroeconomic factors have also contributed to the development of the Games Live Streaming market in Bosnia and Herzegovina. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income. As a result, more consumers are able to invest in gaming equipment and subscriptions to streaming platforms. Furthermore, the growth of the digital economy has created new job opportunities in the gaming and streaming industry, attracting talent and fostering innovation. In conclusion, the Games Live Streaming market in Bosnia and Herzegovina has been growing due to customer preferences for online gaming and streaming platforms, as well as the influence of local special circumstances and underlying macroeconomic factors. As the market continues to evolve, it is expected to further expand and diversify, offering new opportunities for both content creators and viewers.

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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