Games Live Streaming - Central Africa

  • Central Africa
  • In Central Africa, revenue in the Games Live Streaming market market is projected to reach US$24.41m in 2024.
  • Revenue in this region is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.25%, leading to a projected market volume of US$31.53m by 2029.
  • The number of users in the Games Live Streaming market market in Central Africa is anticipated to amount to 8.3m users by 2029.
  • User penetration in Central Africa will be 6.6% in 2024 and is expected to increase to 7.5% by 2029.
  • In a global context, the highest revenue will be generated China, with a figure of US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Central Africa is projected to amount to US$3.81 in 2024.
  • In Central Africa, the Games Live Streaming market is witnessing a surge in popularity, driven by increased internet access and a youthful demographic.

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

 
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Analyst Opinion

The Games Live Streaming market in Central Africa has been experiencing significant growth in recent years. Customer preferences for online gaming and the increasing availability of high-speed internet connections have contributed to this trend. Additionally, local special circumstances, such as the popularity of mobile gaming and the rise of esports, have also played a role in the market's development. Customer preferences in Central Africa have shifted towards online gaming and live streaming. With the increasing availability of high-speed internet connections, more people are able to access online gaming platforms and participate in live streaming events. This has led to a growing demand for Games Live Streaming services in the region. Trends in the market indicate that the popularity of mobile gaming is on the rise in Central Africa. Mobile devices are becoming more affordable and accessible, allowing a larger portion of the population to engage in gaming activities. As a result, there is a growing demand for Games Live Streaming services that cater specifically to mobile gamers. Another trend in the market is the rise of esports in Central Africa. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. The popularity of esports has been growing globally, and Central Africa is no exception. As more people become interested in esports, there is a greater demand for Games Live Streaming services that provide coverage of these tournaments. Local special circumstances also contribute to the development of the Games Live Streaming market in Central Africa. The region has a young and tech-savvy population that is highly engaged in online gaming. This demographic is driving the demand for Games Live Streaming services and shaping the market's growth. Additionally, the rise of local gaming communities and the establishment of gaming cafes have further fueled the demand for live streaming services. Underlying macroeconomic factors, such as the increasing availability of high-speed internet and the growth of the digital economy, have also played a role in the development of the Games Live Streaming market in Central Africa. As more people gain access to the internet, the demand for online gaming and live streaming services increases. Additionally, the growth of the digital economy has created new opportunities for the gaming industry, leading to the expansion of Games Live Streaming services in the region. Overall, the Games Live Streaming market in Central Africa is experiencing significant growth due to customer preferences for online gaming, the rise of mobile gaming and esports, local special circumstances, and underlying macroeconomic factors. As the region continues to embrace digital technologies and the gaming industry expands, the market is expected to further develop and evolve in the coming years.

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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