Games Live Streaming - Nigeria

  • Nigeria
  • Revenue in the Games Live Streaming market market in Nigeria is forecasted to reach US$55.44m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.98%, leading to a projected market volume of US$74.11m by 2029.
  • The number of users in the Games Live Streaming market market in Nigeria is expected to reach 35.8m users by 2029.
  • User penetration is set to be 12.1% in 2024 and is projected to increase to 13.9% by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Nigeria is forecasted to be US$2.01 in 2024.
  • Nigeria's growing interest in Games Live Streaming is driving a surge in local content creators and audience engagement in the media market.

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

 
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Analyst Opinion

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

Customer preferences:
Nigerian consumers are increasingly turning to live streaming as a way to engage with their favorite games and connect with other gamers. The convenience and accessibility of live streaming platforms allow users to watch and participate in gaming events from the comfort of their own homes. This has become particularly important in Nigeria, where many people do not have access to high-quality internet connections or gaming consoles. Live streaming provides a way for these individuals to still be a part of the gaming community and enjoy their favorite games.

Trends in the market:
One of the key trends in the Games Live Streaming market in Nigeria is the rise of local gaming influencers and content creators. These individuals have built large followings on platforms such as Twitch and YouTube, and they play a crucial role in driving interest and engagement in the gaming community. Nigerian gamers are increasingly looking to these influencers for recommendations on which games to play and how to improve their skills. This has created new opportunities for brands and advertisers to partner with these influencers and reach a highly engaged audience. Another trend in the market is the growing popularity of mobile gaming in Nigeria. With the widespread availability of smartphones and affordable data plans, more Nigerians are playing games on their mobile devices. This has led to an increase in demand for live streaming platforms that cater specifically to mobile gamers. These platforms provide a seamless experience for users to watch and interact with mobile gaming content, further fueling the growth of the Games Live Streaming market in Nigeria.

Local special circumstances:
Nigeria has a large and vibrant gaming community, with a strong passion for both local and international games. This has created a unique market for live streaming platforms, as Nigerian gamers have specific preferences and interests. Platforms that can cater to these preferences, such as by offering local language support or featuring Nigerian gaming influencers, are more likely to succeed in the Nigerian market. Additionally, the high cost of gaming consoles and limited access to high-speed internet in some areas of the country make live streaming an attractive alternative for many Nigerian gamers.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Nigeria is also influenced by macroeconomic factors. The increasing availability and affordability of smartphones and data plans have made live streaming more accessible to a larger segment of the population. Additionally, the rise of e-commerce in Nigeria has made it easier for gamers to purchase the necessary equipment and accessories for live streaming. These factors, combined with the growing popularity of gaming in Nigeria, have created a favorable environment for the development of the Games Live Streaming market in the country.

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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