Games Live Streaming - Western Africa

  • Western Africa
  • Revenue in the Games Live Streaming market market in Western Africa is forecasted to reach US$82.72m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.00%, leading to a projected market volume of US$110.70m by 2029.
  • Within the Games Live Streaming market market, the number of users is projected to reach 56.5m users by 2029.
  • User penetration is set to be 10.4% in 2024 and is projected to increase to 12.1% by 2029.
  • When compared globally, the majority of revenue is expected to be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market is forecasted to be US$1.92 in 2024.
  • In Western Africa, the Games Live Streaming market is rapidly growing, driven by increased internet penetration and a rising interest in esports.

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

 
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Analyst Opinion

The Games Live Streaming market in Western Africa is experiencing significant growth and development due to various factors.

Customer preferences:
Customers in Western Africa are increasingly turning to Games Live Streaming as a preferred form of entertainment. This is driven by the region's growing youth population, who are avid gamers and tech-savvy individuals. The convenience and accessibility of live streaming platforms allow them to watch their favorite games and interact with other gamers in real-time. Additionally, the rise of esports and competitive gaming has also contributed to the popularity of Games Live Streaming among both casual and professional gamers in the region.

Trends in the market:
One of the key trends in the Games Live Streaming market in Western Africa is the emergence of local content creators and influencers. These individuals have gained a significant following by streaming their gameplay and providing commentary in local languages. This has resonated with the local audience, who appreciate content that is relatable and culturally relevant. As a result, there has been a surge in the number of local gaming communities and platforms that cater specifically to the needs and preferences of the Western African market. Another trend in the market is the increasing adoption of mobile gaming and live streaming. Western Africa has a high mobile penetration rate, and smartphones are the primary device for accessing the internet and consuming content. This has led to a rise in mobile gaming and live streaming platforms that are optimized for mobile devices. The convenience and portability of mobile gaming and live streaming have further fueled the growth of the market in the region.

Local special circumstances:
The Games Live Streaming market in Western Africa is shaped by unique local circumstances. One of these is the limited access to traditional forms of entertainment, such as television and cinema, in certain areas. This has created a demand for alternative forms of entertainment, including Games Live Streaming. Additionally, the lack of physical gaming infrastructure, such as gaming arcades and consoles, has also contributed to the popularity of live streaming platforms as a means of accessing and enjoying gaming content.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Western Africa is supported by several macroeconomic factors. The region has experienced rapid economic growth in recent years, leading to an increase in disposable income and purchasing power among the population. This has allowed more individuals to invest in gaming equipment and access high-speed internet connections, which are essential for live streaming. Furthermore, improvements in internet infrastructure and the availability of affordable smartphones have made Games Live Streaming more accessible to a wider audience in the region. In conclusion, the Games Live Streaming market in Western Africa is witnessing significant growth and development due to customer preferences for convenient and accessible forms of entertainment, the emergence of local content creators and influencers, the increasing adoption of mobile gaming and live streaming, unique local circumstances, and underlying macroeconomic factors. As the market continues to evolve, it presents opportunities for both local and international players to tap into the growing demand for Games Live Streaming 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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