Games Live Streaming - North Macedonia

  • North Macedonia
  • Revenue in the Games Live Streaming market is projected to reach US$3.14m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.03%, resulting in a projected market volume of US$4.41m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 499.8k users by 2029.
  • User penetration will be 17.0% in 2024 and is expected to hit 24.1% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$8.89 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in North Macedonia has experienced significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming. Customer preferences in North Macedonia have shifted towards online gaming, with a growing number of people engaging in multiplayer games and eSports competitions. This has created a demand for platforms that allow gamers to stream their gameplay live and interact with their audience. The convenience and accessibility of games live streaming have made it a popular choice among gamers in North Macedonia. Trends in the market indicate that the Games Live Streaming industry is set to continue its growth trajectory in North Macedonia. The increasing availability of high-speed internet and advancements in technology have made it easier for gamers to stream their gameplay live. This has led to a rise in the number of gaming content creators in the country, who are able to monetize their streams through sponsorships, donations, and advertising. Local special circumstances in North Macedonia have also contributed to the development of the Games Live Streaming market. The country has a vibrant gaming community, with a strong interest in both local and international gaming events. This has created a supportive environment for gamers and content creators, with opportunities for collaboration and networking. Underlying macroeconomic factors have also played a role in the growth of the Games Live Streaming market in North Macedonia. The country's economy has been steadily improving, leading to an increase in disposable income and discretionary spending. This has allowed more people to invest in gaming equipment and accessories, including devices and software for live streaming. In conclusion, the Games Live Streaming market in North Macedonia is experiencing significant growth due to changing customer preferences, advancements in technology, and a supportive gaming community. The increasing popularity of online gaming and the availability of high-speed internet have created opportunities for gamers and content creators to engage with their audience through live streaming. With the continued improvement of the country's economy and the growing interest in gaming, the market is expected to flourish 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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