Games Live Streaming - Ghana

  • Ghana
  • In Ghana, revenue in the Games Live Streaming market market is projected to reach US$9.33m in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.96%, leading to a projected market volume of US$12.46m by 2029.
  • In the Games Live Streaming market market withGhana, the number of users is expected to reach 5.7m users by 2029.
  • User penetration in Ghana will stand at 12.1% in 2024 and is expected to increase to 14.9% by 2029.
  • In a global context, the majority of revenue will be generated China, with figures amounting to US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Ghana is projected to be US$2.21 in 2024.
  • In Ghana, the burgeoning popularity of mobile internet is significantly enhancing the accessibility and engagement of live game streaming platforms among youth audiences.

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

 
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Analyst Opinion

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

Customer preferences:
One of the main reasons for this growth is the increasing demand for online gaming and live streaming among Ghanaian consumers. With the rise of affordable smartphones and internet connectivity, more and more people in Ghana are gaining access to online gaming platforms and are actively participating in live streaming events.

Trends in the market:
The Games Live Streaming market in Ghana has also been influenced by global trends in the gaming industry. The popularity of esports, or competitive video gaming, has been on the rise worldwide, and Ghana is no exception. Esports tournaments and events are being organized in the country, attracting a large number of participants and spectators. This has created a demand for live streaming services to broadcast these events to a wider audience.

Local special circumstances:
Ghana has a young and tech-savvy population, which contributes to the growth of the Games Live Streaming market. The youth in Ghana are increasingly interested in gaming and are actively seeking out platforms to connect with other gamers and watch live streams of their favorite games. This has led to the emergence of local gaming communities and influencers who are driving the growth of the market.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Ghana is also supported by favorable macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has allowed more Ghanaians to invest in gaming devices and access online gaming platforms, driving the demand for live streaming services. In conclusion, the Games Live Streaming market in Ghana is experiencing significant growth due to the increasing demand for online gaming and live streaming among Ghanaian consumers. This trend is driven by global trends in the gaming industry, the young and tech-savvy population in Ghana, and favorable macroeconomic factors. As the market continues to develop, it is expected to attract more players and investors, leading to further growth and innovation in the industry.

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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