Games Live Streaming - Colombia

  • Colombia
  • In Colombia, the revenue in the Games Live Streaming market market is forecasted to reach US$73.30m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.79%, leading to a projected market volume of US$101.80m by 2029.
  • Within the Games Live Streaming market market, the number of users is expected to reach 15.8m users by 2029.
  • User penetration is set to be 21.5% in 2024 and is projected to increase to 29.3% by 2029.
  • When compared globally, the majority of 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 is estimated to be US$6.51 in 2024.
  • Colombia's gaming live streaming market is experiencing rapid growth, with a surge in viewership and engagement among the local gaming community.

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

 
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Analyst Opinion

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

Customer preferences:
Colombian consumers have shown a growing interest in live streaming of gaming content. This can be attributed to several factors. Firstly, the increasing popularity of eSports has led to a greater demand for live streaming platforms that allow fans to watch their favorite players and teams in action. Additionally, the rise of professional gamers and the emergence of gaming as a competitive sport have further fueled the demand for live streaming services.

Trends in the market:
One of the key trends in the Games Live Streaming market in Colombia is the growing number of platforms and channels that offer live streaming services. This has created a highly competitive market, with players vying for a larger share of the growing customer base. Streaming platforms are constantly innovating and improving their services to attract and retain users. This includes features such as high-quality video streaming, interactive chat functions, and personalized recommendations based on user preferences. Another trend in the market is the increasing integration of social media platforms with live streaming services. Platforms like Facebook Gaming and YouTube Gaming have gained popularity as they allow users to easily share their gaming experiences with their social networks. This integration has not only expanded the reach of live streaming services but has also created new opportunities for content creators to monetize their streams through sponsorships and advertisements.

Local special circumstances:
Colombia has a vibrant gaming community, with a large number of gamers and eSports enthusiasts. This has created a strong demand for live streaming platforms that cater to the local gaming community. Additionally, Colombia's young and tech-savvy population has embraced live streaming as a form of entertainment, further driving the growth of the market.

Underlying macroeconomic factors:
Colombia's growing economy and increasing internet penetration have played a significant role in the development of the Games Live Streaming market. As more Colombians gain access to high-speed internet, the demand for online entertainment, including live streaming of gaming content, is expected to continue to grow. Furthermore, the increasing disposable income of the middle class has made gaming and live streaming more affordable and accessible to a larger segment of the population. In conclusion, the Games Live Streaming market in Colombia is experiencing significant growth due to the increasing customer preferences for live streaming of gaming content, the emergence of new platforms and channels, the integration of social media platforms, the vibrant gaming community, and the underlying macroeconomic factors such as the growing economy and increasing internet penetration. This trend is likely to continue as more Colombians embrace gaming as a form of entertainment and seek out live streaming platforms to connect with their favorite players and teams.

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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