Games Live Streaming - El Salvador

  • El Salvador
  • In El Salvador, revenue in the Games Live Streaming market market is projected to reach US$4.97m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.53%, culminating in a projected market volume of US$6.82m by 2029.
  • The number of users in the Games Live Streaming market market in El Salvador is anticipated to reach 1.1m users by 2029.
  • User penetration is forecasted to be 12.5% in 2024 and is expected to increase to 16.9% by 2029.
  • In a global context, the majority of revenue will be generated China, with a figure of US$2,581.00m in 2024.
  • Furthermore, the average revenue per user (ARPU) in the Games Live Streaming market market in El Salvador is projected to amount to US$6.21 in 2024.
  • In El Salvador, the burgeoning popularity of esports has significantly fueled the growth of games live streaming, attracting a vibrant community of local content creators.

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

 
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Analyst Opinion

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

Customer preferences:
One of the main reasons for this growth is the increasing popularity of video games among the population. El Salvador has a young and tech-savvy population, with a high percentage of gamers. As a result, there is a growing demand for live streaming services that allow gamers to watch and interact with their favorite streamers and esports events.

Trends in the market:
The Games Live Streaming market in El Salvador is also benefiting from the global trend of increased internet penetration and access to high-speed internet. This has made it easier for gamers to stream and watch live gaming content. Additionally, the rise of social media platforms and the increasing use of smartphones have made it more convenient for gamers to access live streaming services on the go.

Local special circumstances:
In El Salvador, there are several local factors that have contributed to the growth of the Games Live Streaming market. One of these factors is the lack of traditional media outlets that cater specifically to gamers. This has created a niche market for live streaming services, which offer a platform for gamers to connect and engage with each other. Additionally, the relatively low cost of internet access in El Salvador has made it more affordable for gamers to stream and watch live gaming content.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in El Salvador is also influenced by underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income among the population. This has allowed more people to afford the necessary equipment and subscriptions to engage with live streaming services. Additionally, the government has implemented policies to promote the development of the technology sector, which has further contributed to the growth of the Games Live Streaming market. Overall, the Games Live Streaming market in El Salvador is experiencing significant growth due to the increasing popularity of video games, the global trend of increased internet access, and local factors such as the lack of traditional media outlets and affordable internet access. The underlying macroeconomic factors, including economic growth and government support for the technology sector, have also played a role in driving the growth of the market. As the popularity of video games continues to rise and technology continues to advance, it is expected that the Games Live Streaming market in El Salvador will continue to grow 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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