Games Live Streaming - South Africa

  • South Africa
  • In South Africa, revenue in the Games Live Streaming market market is projected to reach US$87.06m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.88%, resulting in a projected market volume of US$121.40m by 2029.
  • In the South African Games Live Streaming market market, the number of users is expected to amount to 12.8m users by 2029.
  • User penetration will be 14.9% in 2024 and is expected to hit 20.0% by 2029.
  • In global comparison, most revenue will be generated China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in South Africa is projected to amount to US$9.55 in 2024.
  • In South Africa, the Games Live Streaming market is experiencing rapid growth, driven by increasing internet accessibility and a burgeoning gaming community.

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

 
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Analyst Opinion

The Games Live Streaming market in South Africa is experiencing significant growth and development.

Customer preferences:
South African customers have shown a strong interest in gaming and live streaming platforms. They enjoy the interactive nature of live streaming and the ability to connect with other gamers in real-time. Additionally, the convenience of being able to watch their favorite games from the comfort of their own homes has contributed to the popularity of live streaming platforms in the country.

Trends in the market:
One of the key trends in the Games Live Streaming market in South Africa is the increasing number of local gamers who are becoming content creators and live streamers themselves. This trend has been fueled by the rise of social media platforms and the increasing accessibility of live streaming technology. As more South African gamers gain popularity as content creators, they are attracting a larger audience and driving the growth of the live streaming market in the country. Another trend in the market is the growing popularity of esports in South Africa. Esports tournaments and competitions are being organized regularly, attracting both local and international players. These events are often live-streamed, allowing fans to watch the action unfold in real-time. The increasing popularity of esports has contributed to the growth of the live streaming market in South Africa, as fans are eager to watch their favorite players and teams compete.

Local special circumstances:
One of the unique aspects of the Games Live Streaming market in South Africa is the diversity of the gaming community. South Africa is home to a wide range of gaming genres, including both console and PC gaming. This diversity is reflected in the live streaming market, with streamers catering to different gaming preferences and interests. This has created a vibrant and dynamic live streaming ecosystem in the country.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in South Africa can be attributed to several underlying macroeconomic factors. Firstly, the increasing availability of high-speed internet and the decreasing cost of data has made it easier for South African gamers to access live streaming platforms. This has resulted in a larger audience and increased demand for live streaming content. Secondly, the rise of mobile gaming in South Africa has also contributed to the growth of the live streaming market. As more people in the country own smartphones, they are increasingly using them to play games and watch live streams. This has created a new market for mobile-focused live streaming platforms and content creators. Overall, the Games Live Streaming market in South Africa is experiencing significant growth and development due to customer preferences for interactive and convenient gaming experiences, the rise of local content creators and esports, the diversity of the gaming community, and underlying macroeconomic factors such as increased internet accessibility and the popularity of mobile gaming.

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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