Games Live Streaming - Morocco

  • Morocco
  • In Morocco, the revenue in the Games Live Streaming market market is forecasted to reach US$35.90m by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.22%, leading to an estimated market volume of US$50.86m by 2029.
  • Within the Games Live Streaming market market, the number of users is projected to reach 10.8m users by 2029.
  • User penetration is set to be 20.1% in 2024 and is projected to increase to 26.9% by 2029.
  • When compared globally, the majority of revenue is expected to be generated in China, amounting to US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market is forecasted to be US$4.68 in 2024.
  • Morocco's Games Live Streaming market is gaining traction, with increasing viewership and engagement among the country's tech-savvy youth population.

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

 
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Analyst Opinion

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

Customer preferences:
Moroccan gamers have shown a strong preference for live streaming as a way to connect with other gamers and showcase their skills. The ability to watch and interact with popular streamers has also become a key attraction for many gamers in the country. Additionally, the convenience of being able to watch live streams on various devices, such as smartphones and tablets, has contributed to the growing popularity of this form of entertainment.

Trends in the market:
One of the key trends in the Games Live Streaming market in Morocco is the increasing number of local streamers who have gained popularity both domestically and internationally. These streamers have managed to attract a large following by providing entertaining and engaging content, as well as interacting with their viewers. This trend has not only boosted the popularity of live streaming in Morocco but has also created opportunities for local streamers to monetize their content through sponsorships and donations. Another trend in the market is the growing interest in esports tournaments and events. Moroccan gamers are increasingly participating in and watching esports competitions, both locally and internationally. This has led to a surge in demand for live streaming services that provide coverage of these events. As a result, streaming platforms in Morocco have been actively partnering with esports organizations to secure exclusive broadcasting rights, further fueling the growth of the Games Live Streaming market in the country.

Local special circumstances:
Morocco's relatively young population and high internet penetration rate have played a significant role in the development of the Games Live Streaming market. With a large percentage of the population being under the age of 30, there is a strong demand for online entertainment and gaming-related content. Additionally, the increasing availability of affordable internet packages and the expansion of 4G coverage across the country have made it easier for gamers to access live streaming platforms.

Underlying macroeconomic factors:
The overall economic growth and stability in Morocco have also contributed to the development of the Games Live Streaming market. As disposable incomes have increased, more Moroccans have been able to afford the necessary equipment and subscriptions to engage in live streaming and gaming activities. Furthermore, the government's efforts to promote the digital economy and encourage investment in the technology sector have created a favorable environment for the growth of the Games Live Streaming market. In conclusion, the Games Live Streaming market in Morocco has experienced significant growth due to customer preferences for interactive and entertaining content, the rise of local streamers, the increasing interest in esports, and favorable macroeconomic factors. With the continued expansion of internet infrastructure and the growing popularity of gaming in the country, the market is expected to further thrive 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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