Games Live Streaming - MENA

  • MENA
  • In MENA, revenue in the Games Live Streaming market market is projected to reach US$0.69bn in 2024.
  • The revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 6.15%, leading to a projected market volume of US$0.93bn by 2029.
  • Within this market, the number of users in MENA is expected to reach 107.8m users by 2029.
  • User penetration in the region is forecasted to be 13.9% in 2024, increasing to 17.8% by 2029.
  • In a global context, the highest revenue will be generated China, which is projected to reach US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in MENA is expected to amount to US$8.68 in 2024.
  • In MENA, the Games Live Streaming market is experiencing significant growth, driven by increasing internet penetration and a rising youth demographic passionate about gaming.

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

 
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Analyst Opinion

The Games Live Streaming market in MENA is experiencing significant growth and development, driven by the increasing demand for gaming content and the growing popularity of esports in the region.

Customer preferences:
Customers in MENA have shown a strong preference for interactive and immersive gaming experiences. They seek real-time engagement and the ability to interact with both the game and other players. Games Live Streaming platforms provide an ideal solution, allowing gamers to watch and participate in live gaming sessions, tournaments, and events. The convenience of accessing gaming content from anywhere and at any time is also highly appealing to customers in the region.

Trends in the market:
One of the key trends in the Games Live Streaming market in MENA is the rise of local gaming influencers and content creators. These individuals have gained a significant following on social media platforms and streaming platforms, attracting a large audience of gamers who are interested in their gameplay, tips, and commentary. This trend has led to the emergence of a vibrant gaming community in the region, with gamers actively engaging with and supporting local content creators. Another trend in the market is the increasing investment in esports infrastructure and events. Esports has gained tremendous popularity in MENA, with a growing number of professional teams and tournaments taking place in the region. Games Live Streaming platforms play a crucial role in broadcasting these events to a wider audience, allowing fans to watch their favorite teams and players in action. This trend has not only boosted the viewership of esports in the region but has also attracted sponsorship and advertising opportunities, further fueling the growth of the market.

Local special circumstances:
The Games Live Streaming market in MENA is influenced by the cultural and linguistic diversity of the region. Streaming platforms and content creators often cater to specific language preferences, providing localized content in Arabic, English, and other regional languages. This localization strategy helps to attract a wider audience and ensures that gamers can access gaming content in their preferred language.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in MENA is supported by several macroeconomic factors. Firstly, the increasing internet penetration and smartphone adoption rates in the region have made gaming content more accessible to a larger audience. Additionally, the rising disposable income and changing lifestyle preferences of consumers have led to an increased interest in gaming and esports. In conclusion, the Games Live Streaming market in MENA is experiencing significant growth and development due to customer preferences for interactive gaming experiences, the rise of local gaming influencers, and the increasing investment in esports infrastructure and events. The cultural and linguistic diversity of the region also plays a role in shaping the market, with localized content being a key driver of engagement. The underlying macroeconomic factors, such as internet penetration and disposable income, further support the growth of the market in MENA.

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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