Games Live Streaming - Northern Africa

  • Northern Africa
  • The revenue in the Games Live Streaming market market in Northern Africa is forecasted to reach US$152.40m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.93%, leading to a projected market volume of US$213.10m by 2029.
  • Within the Games Live Streaming market market, the number of users is expected to reach 51.1m users by 2029.
  • User penetration is set to be 14.1% in 2024 and is projected to increase to 18.1% by 2029.
  • When compared globally, the majority of revenue will originate from in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market is estimated to be US$4.15 in 2024.
  • In Northern Africa, the Games Live Streaming market is rapidly expanding, driven by the region's growing youth population and increasing access to high-speed internet.

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

 
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Analyst Opinion

The Games Live Streaming market in Northern Africa is experiencing significant growth and development in recent years.

Customer preferences:
Customers in Northern Africa are increasingly turning to live streaming platforms to watch and engage with their favorite games. The convenience and accessibility of live streaming allow users to watch games in real-time from the comfort of their own homes or on the go. Additionally, the interactive nature of live streaming platforms enables viewers to engage with streamers and fellow viewers through chat features, creating a sense of community and enhancing the overall viewing experience.

Trends in the market:
One of the key trends in the Games Live Streaming market in Northern Africa is the rise of local streamers and content creators. As the market continues to develop, more individuals in the region are pursuing careers as professional streamers, attracting a growing audience of local viewers. This trend not only provides opportunities for local talent to showcase their skills and entertain viewers, but it also contributes to the overall growth of the industry in the region. Another trend in the market is the increasing popularity of esports in Northern Africa. Esports tournaments and competitions are being held more frequently in the region, attracting a large number of viewers both online and offline. This surge in interest in esports has led to a higher demand for live streaming platforms to broadcast these events, further driving the growth of the Games Live Streaming market in Northern Africa.

Local special circumstances:
One of the unique aspects of the Games Live Streaming market in Northern Africa is the prevalence of mobile devices. Mobile phones are the primary means of accessing the internet for many individuals in the region, and this has had a significant impact on the live streaming market. The availability of affordable smartphones and relatively inexpensive data plans has made it easier for people to stream games on the go, contributing to the growth of the market.

Underlying macroeconomic factors:
The increasing internet penetration rate in Northern Africa has played a crucial role in the development of the Games Live Streaming market. As more people gain access to the internet, the potential audience for live streaming platforms expands, driving the demand for such services. Additionally, the region's young and tech-savvy population has also contributed to the growth of the market, as they are more likely to embrace new technologies and trends. In conclusion, the Games Live Streaming market in Northern Africa is experiencing significant growth and development due to customer preferences for convenience and interactivity, the rise of local streamers, the increasing popularity of esports, the prevalence of mobile devices, and the underlying macroeconomic factors such as internet penetration and the region's young population. As the market continues to evolve, it presents opportunities for both local and international players to tap into the growing demand for live streaming services in the region.

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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