Games Live Streaming - Eastern Africa

  • Eastern Africa
  • In Eastern Africa, revenue in the Games Live Streaming market market is projected to reach US$51.42m in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 5.82%, resulting in a projected market volume of US$68.24m by 2029.
  • The number of users in the Games Live Streaming market market in Eastern Africa is expected to amount to 48.3m users by 2029.
  • User penetration in Eastern Africa will be 7.9% in 2024 and is expected to increase to 9.3% by 2029.
  • In a global context, most 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 Eastern Africa is projected to amount to US$1.41 in 2024.
  • In Eastern Africa, particularly in Kenya, the Games Live Streaming market is rapidly evolving, driven by increasing internet penetration and a youthful, tech-savvy population.

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

 
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Analyst Opinion

The Games Live Streaming market in Eastern Africa has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet access in the region. Customer preferences in Eastern Africa have shifted towards online gaming and live streaming due to several factors. Firstly, there is a growing interest in gaming among the younger population in the region. As access to smartphones and affordable internet becomes more widespread, more people are engaging in online gaming and seeking out live streaming platforms to watch their favorite games being played. Additionally, the rise of esports has contributed to the popularity of live streaming in Eastern Africa. Esports tournaments and competitions are being held in the region, attracting a large audience who prefer to watch the games online rather than attending in person. The trends in the Games Live Streaming market in Eastern Africa are closely aligned with global and regional market trends. The increasing availability of high-speed internet access has been a key driver of growth in the market. As internet infrastructure improves in Eastern Africa, more people are able to stream games without experiencing significant buffering or lagging issues. This has led to a surge in the number of gamers and viewers in the region. Local special circumstances in Eastern Africa also contribute to the development of the Games Live Streaming market. The region has a vibrant and growing gaming community, with local game developers and content creators gaining recognition both locally and internationally. This has created a demand for live streaming platforms that cater specifically to the Eastern African market, offering localized content and support for local gaming communities. Underlying macroeconomic factors, such as the increasing GDP and disposable income in Eastern Africa, also play a role in the growth of the Games Live Streaming market. As the economy improves, more people are able to afford smartphones and internet access, leading to an expanding customer base for live streaming platforms. Additionally, the rise of mobile money services in the region has made it easier for consumers to make online purchases and subscriptions, further driving the growth of the market. In conclusion, the Games Live Streaming market in Eastern Africa is experiencing significant growth due to changing customer preferences, the increasing availability of high-speed internet access, local special circumstances, and underlying macroeconomic factors. As the region continues to develop and embrace digital technologies, the market is expected to expand further 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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