Definition:
Games live streaming refers to the practice of broadcasting video gameplay and commentary in real-time to an online audience. The market for games live streaming encompasses a wide range of platforms, services, and products, including streaming platforms.Additional Notes:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through advertising and consumer spending on subscriptions and gifts. Market numbers for Esports live streaming are also featured in the Esports market. Key players in the market are live streaming platforms, such as Twitch, Youtube Gaming or Facebook Gaming. For more information on the data displayed, use the info button right next to the boxes.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Nov 2024
Source: Statista Market Insights
The Games Live Streaming market in GCC has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the widespread availability of high-speed internet connections.
Customer preferences: In GCC, there is a strong preference for live streaming platforms that offer a wide variety of gaming content, including popular games such as Fortnite, Call of Duty, and FIFA. Customers are also attracted to platforms that provide interactive features, such as live chat and the ability to join multiplayer games. Additionally, there is a growing demand for localized content, with customers showing a preference for streams in their native language.
Trends in the market: One of the key trends in the Games Live Streaming market in GCC is the rise of professional gaming, or esports. Esports tournaments and leagues have gained immense popularity, attracting millions of viewers both online and offline. This has created opportunities for live streaming platforms to partner with esports organizations and stream their competitions, further driving the growth of the market. Another trend in the market is the increasing use of mobile devices for live streaming gaming content. With the widespread adoption of smartphones and tablets in GCC, more people are accessing live streams on the go. This has led to the development of mobile-friendly streaming platforms and apps, catering to the needs of the growing mobile gaming community.
Local special circumstances: One of the unique aspects of the Games Live Streaming market in GCC is the cultural preference for social interaction and community engagement. Live streaming platforms in the region have capitalized on this by incorporating features that allow viewers to interact with streamers and other viewers, fostering a sense of community. This has contributed to the popularity of live streaming platforms in GCC, as customers feel a sense of belonging and connection while watching their favorite streamers.
Underlying macroeconomic factors: The growth of the Games Live Streaming market in GCC can be attributed to several underlying macroeconomic factors. Firstly, the region has witnessed significant investments in infrastructure development, including the expansion of high-speed internet connectivity. This has made it easier for customers to access live streaming platforms and enjoy uninterrupted gaming content. Secondly, the rise of the digital economy in GCC has created a favorable environment for the Games Live Streaming market to thrive. With an increasing number of people relying on digital platforms for entertainment, live streaming has emerged as a popular form of content consumption. Lastly, the young demographic in GCC, with a high proportion of tech-savvy individuals, has been a driving force behind the growth of the Games Live Streaming market. The younger generation is more likely to be engaged in online gaming and actively participate in the live streaming community, contributing to the overall growth of the market. In conclusion, the Games Live Streaming market in GCC is experiencing significant growth due to the increasing popularity of online gaming, the rise of professional gaming, the preference for mobile streaming, the cultural emphasis on community engagement, and favorable macroeconomic factors.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Nov 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights