Games Live Streaming - Kazakhstan

  • Kazakhstan
  • In Kazakhstan, revenue in the Games Live Streaming market market is projected to reach US$22.87m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 5.81%, resulting in a projected market volume of US$30.33m by 2029.
  • In Kazakhstan, the number of users in the Games Live Streaming market market is expected to amount to 3.8m users by 2029.
  • User penetration in Kazakhstan will be 14.2% in 2024 and is expected to hit 17.9% by 2029.
  • In a global context, most revenue will be generated China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Kazakhstan is projected to amount to US$8.14 in 2024.
  • Kazakhstan's Games Live Streaming market is rapidly evolving, driven by a growing youth demographic and increasing internet accessibility, fostering vibrant online gaming communities.

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

 
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Analyst Opinion

The Games Live Streaming market in Kazakhstan is experiencing significant growth and development.

Customer preferences:
In line with global trends, customers in Kazakhstan are increasingly turning to live streaming platforms to watch and engage with their favorite games. This shift in preference can be attributed to several factors. Firstly, live streaming offers a more interactive and immersive experience compared to traditional forms of media, allowing viewers to actively participate and engage with streamers and other viewers in real-time. Additionally, the rise of esports and competitive gaming has fueled the demand for live streaming, as fans seek to watch professional players compete and learn from their strategies and techniques.

Trends in the market:
The Games Live Streaming market in Kazakhstan is witnessing a surge in the number of local streamers and content creators. This can be attributed to the growing popularity of gaming in the country, as well as the increasing accessibility of live streaming platforms. Streamers are able to monetize their content through various means, such as sponsorships, donations from viewers, and advertising revenue. As a result, many individuals are pursuing careers as professional streamers, creating a vibrant and competitive streaming community in Kazakhstan.

Local special circumstances:
Kazakhstan has a relatively young population, with a significant portion of its citizens belonging to the millennial and Gen Z demographics. These younger generations are more tech-savvy and digitally connected, making them more likely to engage with live streaming platforms. Furthermore, the country has seen improvements in internet infrastructure and connectivity, enabling smoother and more reliable live streaming experiences. These local circumstances have contributed to the growth of the Games Live Streaming market in Kazakhstan.

Underlying macroeconomic factors:
The overall economic growth in Kazakhstan has also played a role in the development of the Games Live Streaming market. As the country's economy continues to expand, disposable incomes have increased, allowing individuals to invest in gaming equipment and accessories, as well as support their favorite streamers through donations and subscriptions. Additionally, the government has recognized the potential of the gaming industry and has implemented policies to support its growth. This includes initiatives to develop local talent, provide funding for esports events, and improve the overall gaming infrastructure. In conclusion, the Games Live Streaming market in Kazakhstan is experiencing significant growth and development, driven by customer preferences for interactive and immersive gaming experiences, the rise of esports, the emergence of local streamers, and favorable local circumstances such as a young population and improved internet connectivity. These trends, coupled with underlying macroeconomic factors, are expected to further propel the growth of the market 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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