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Games Live Streaming - GCC

GCC
  • In the GCC, revenue in the Games Live Streaming market market is projected to reach US$219.10m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.90%, leading to a projected market volume of US$291.80m by 2029.
  • Within the Games Live Streaming market market in the GCC, the number of users is anticipated to amount to 10.2m users by 2029.
  • User penetration in the GCC will be 12.6% in 2024 and is expected to increase to 15.9% by 2029.
  • In a global context, the majority of revenue will be generated China, with figures reaching US$2.58bn in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market within the GCC is projected to be US$28.91 in 2024.
  • The GCC region is witnessing a surge in games live streaming popularity, driven by increased internet penetration and a youthful, tech-savvy audience.

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.

In-Scope

  • Live streaming advertising, such as ads on Twitch
  • Consumer spending on platforms, such as subscriptions or donations to streamers on e.g. Twitch
  • Sponsorships for special status of streamers, such as being a Twitch partnered streamer
  • Live streaming of non-related gaming content, such as In Real Life content on Twitch, e.g. cooking

Out-Of-Scope

  • Live streaming TV content, such as television streams
  • Any form of live streams not provided on gaming streaming platforms (Twitch, YouTube Gaming, Facebook Gaming, etc.), such as Instagram or TikTok live streams
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    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

    Analyst Opinion

    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.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    Live streaming - statistics & facts

    Live video content is no longer a novelty. In the entertainment industry, the popularity of live streaming as a format has been linked to the gaming world. Almost thirty percent of internet users worldwide watched live streaming content weekly in the last quarter of 2023. Breaking news and sports were the most popular categories of livestream videos among U.S. audiences as of March 2024.
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