Games Live Streaming - Southern Africa

  • Southern Africa
  • Revenue in the Games Live Streaming market is projected to reach US$96.66m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.85%, resulting in a projected market volume of US$134.60m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 14.1m users by 2029.
  • User penetration will be 14.4% in 2024 and is expected to hit 19.1% 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$9.61 in 2024.

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

 
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Analyst Opinion

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

Customer preferences:
Customers in Southern Africa 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 gamers to watch and participate in gaming events from the comfort of their own homes. This has led to a rise in the popularity of esports and competitive gaming in the region.

Trends in the market:
One of the key trends in the Games Live Streaming market in Southern Africa is the increasing number of local gaming events and tournaments. These events not only provide opportunities for gamers to showcase their skills, but also attract a large audience of viewers who watch the live streams. This has created a sense of community and excitement around gaming in the region. Additionally, there has been a rise in the number of local gaming influencers and content creators who live stream their gameplay and engage with their audience.

Local special circumstances:
Southern Africa has a growing youth population who are avid gamers and are driving the demand for live streaming platforms. The region also has a strong internet infrastructure, which enables smooth and uninterrupted live streaming experiences. Furthermore, the rise of mobile gaming in Southern Africa has opened up new opportunities for live streaming platforms, as gamers can now stream their gameplay directly from their smartphones.

Underlying macroeconomic factors:
The growing Games Live Streaming market in Southern Africa is also influenced by several macroeconomic factors. Firstly, the increasing availability and affordability of smartphones and internet connectivity have made live streaming more accessible to a larger audience. Secondly, the rise of esports as a global phenomenon has also impacted the regional market, as Southern Africa is not immune to the global trends in gaming and live streaming. Lastly, the COVID-19 pandemic has further accelerated the growth of the Games Live Streaming market in Southern Africa, as people turned to online entertainment and gaming during lockdowns and social distancing measures. In conclusion, the Games Live Streaming market in Southern Africa is experiencing significant growth and development due to customer preferences for convenience and accessibility, as well as the rise of local gaming events and influencers. The region's strong internet infrastructure and growing youth population further contribute to the market's expansion. Additionally, macroeconomic factors such as the increasing availability of smartphones and internet connectivity, the global rise of esports, and the impact of the COVID-19 pandemic have also influenced the market's growth.

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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