Games Live Streaming - Kenya

  • Kenya
  • In Kenya, the Games Live Streaming market market is anticipated to achieve a revenue of US$15.95m by the year 2024.
  • The revenue is forecasted to display a Compound Annual Growth Rate (CAGR 2024-2029) of 6.37%, leading to an estimated market volume of US$21.72m by 2029.
  • Within the Games Live Streaming market market, the number of users is projected to reach 8.1m users by 2029.
  • User penetration is set to be 10.5% in 2024 and is projected to increase to 13.1% by 2029.
  • When compared globally, the majority of revenue will be generated in China, amounting to US$2,581.00m in 2024.
  • The average revenue per user (ARPU) within the Games Live Streaming market market is expected to be US$2.70 in 2024.
  • Kenya's growing internet penetration fuels the surge in Games Live Streaming, engaging a tech-savvy youth population in immersive digital entertainment experiences.

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

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

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

Customer preferences:
Customers in Kenya are increasingly turning to live streaming as a means of accessing and enjoying their favorite games. This shift in preference can be attributed to several factors. Firstly, live streaming allows gamers to watch their favorite games in real-time, providing an immersive and interactive experience. Additionally, live streaming platforms often offer additional features such as live chat and the ability to interact with other viewers, creating a sense of community and engagement. Furthermore, the convenience and accessibility of live streaming platforms make it an attractive option for gamers who may not have access to traditional gaming platforms or who prefer the flexibility of being able to watch games on their own schedule.

Trends in the market:
One of the key trends in the Games Live Streaming market in Kenya is the increasing popularity of mobile gaming. With the widespread availability of smartphones and affordable data plans, more and more Kenyans are turning to mobile devices as their primary gaming platform. This trend is driving the demand for live streaming platforms that are optimized for mobile devices, providing a seamless and enjoyable gaming experience on the go. Additionally, the rise of esports in Kenya is also contributing to the growth of the live streaming market. Esports tournaments and competitions are increasingly being streamed live, attracting a large audience of both participants and spectators.

Local special circumstances:
One of the unique aspects of the Games Live Streaming market in Kenya is the strong presence of local gaming content creators. Kenyan gamers are creating their own content and streaming it live on platforms such as YouTube and Twitch. This has created a vibrant and diverse gaming community in Kenya, with local gamers gaining popularity and attracting a dedicated following. The presence of these local content creators has also led to the development of specialized gaming events and competitions, further fueling the demand for live streaming platforms.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Kenya can be attributed to several underlying macroeconomic factors. Firstly, the increasing penetration of internet access in the country has made live streaming more accessible to a larger population. The availability of affordable smartphones and data plans has also contributed to the growth of the market, as more Kenyans are able to access and enjoy live streaming platforms. Additionally, the rising disposable income and changing consumer preferences in Kenya have led to an increased demand for entertainment options, including live streaming of games.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Kisara Mizuno
Kisara Mizuno
Senior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)