Games Live Streaming - Tanzania

  • Tanzania
  • In Tanzania, revenue in the Games Live Streaming market market is projected to reach US$5.61m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 4.71%, resulting in a projected market volume of US$7.06m by 2029.
  • By 2029, the number of users in Tanzania's Games Live Streaming market market is expected to amount to 5.5m users.
  • User penetration in Tanzania will be 6.3% in 2024 and is anticipated to reach 7.0% by 2029.
  • In a global context, most revenue from the Games Live Streaming market market will be generated China, which is expected to generate US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Tanzania is projected to amount to US$1.28 in 2024.
  • In Tanzania, the Games Live Streaming market is rapidly evolving, driven by increasing internet accessibility and a growing youth demographic eager for interactive entertainment.

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

 
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Analyst Opinion

The Games Live Streaming market in Tanzania has experienced significant growth in recent years, driven by changing customer preferences, global trends, and local special circumstances.

Customer preferences:
In Tanzania, there is a growing demand for Games Live Streaming services as customers increasingly seek convenient and immersive gaming experiences. With the rise of mobile gaming, more people are turning to live streaming platforms to watch and engage with their favorite games and gamers. This trend is fueled by the desire for social interaction, entertainment, and the opportunity to learn new gaming strategies. Additionally, the younger population in Tanzania is highly tech-savvy and embraces new digital trends, making them a key target market for Games Live Streaming platforms.

Trends in the market:
One of the key trends in the Games Live Streaming market in Tanzania is the increasing popularity of eSports. eSports tournaments and competitions are gaining traction, attracting a large number of viewers who tune in to watch professional gamers compete in popular games. This trend is driven by the global rise of eSports as a mainstream form of entertainment and competition. The Games Live Streaming market in Tanzania is capitalizing on this trend by providing platforms for viewers to watch these tournaments and engage with the gaming community. Another trend in the market is the emergence of local gaming influencers and content creators. Tanzanian gamers are gaining recognition and building a following on social media platforms, such as YouTube and Twitch. These influencers create and share gaming content, including live streams of their gameplay, which attracts a dedicated audience. This trend is driven by the desire for authentic and relatable content, as well as the opportunity for aspiring gamers to learn from experienced players.

Local special circumstances:
One of the unique aspects of the Games Live Streaming market in Tanzania is the cultural diversity and the presence of Swahili language. Streaming platforms that cater to the Tanzanian market need to consider localization efforts, such as providing Swahili language options and culturally relevant content. This localization strategy can help attract and retain a larger user base, as it enhances the overall user experience and makes the platform more accessible to the local population.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Tanzania is also influenced by underlying macroeconomic factors. The increasing availability and affordability of internet access, particularly mobile internet, has played a significant role in driving the adoption of Games Live Streaming services. As more Tanzanians gain access to the internet, the potential audience for live streaming platforms expands. Additionally, the rise of smartphones and the decreasing cost of data have made it easier for people to stream and watch live gaming content on the go. In conclusion, the Games Live Streaming market in Tanzania is experiencing growth due to changing customer preferences, the influence of global trends, and local special circumstances. The demand for convenient and immersive gaming experiences, the popularity of eSports, the emergence of local gaming influencers, and the need for localization efforts are all contributing to the development of this market. Furthermore, underlying macroeconomic factors, such as the increasing availability and affordability of internet access, are facilitating the growth of the Games Live Streaming market in Tanzania.

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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