Games Live Streaming - Western Asia

  • Western Asia
  • In Western Asia, the revenue in the Games Live Streaming market market is forecasted to reach US$390.30m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.98%, leading to a projected market volume of US$521.90m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market is expected to reach 43.4m users.
  • The user penetration is set to be 14.6% in 2024 and is projected to increase to 18.5% by 2029.
  • When compared globally, the majority of the revenue will be generated 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$12.02 in 2024.
  • In Western Asia, the Games Live Streaming market is rapidly expanding, driven by the region's tech-savvy youth and increasing internet connectivity.

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

 
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Analyst Opinion

The Games Live Streaming market in Western Asia is experiencing rapid growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Western Asia are increasingly shifting towards online gaming and live streaming.

The region has a large and growing population of young people who are avid gamers and enjoy watching others play. This has created a strong demand for live streaming platforms that allow gamers to share their gameplay experiences with others. Additionally, the convenience and accessibility of online gaming and live streaming platforms have made them popular among Western Asian consumers.

Trends in the market indicate that the Games Live Streaming industry in Western Asia is becoming more competitive and diverse. Major global live streaming platforms have entered the market, providing users with a wide range of options to choose from. This has led to increased innovation and improved user experiences, as platforms strive to differentiate themselves and attract more users.

Furthermore, the rise of esports in Western Asia has contributed to the growth of the Games Live Streaming market. Esports tournaments and events are increasingly being broadcasted live, attracting a large audience of gaming enthusiasts. Local special circumstances in Western Asia have also played a role in the development of the Games Live Streaming market.

The region has a strong internet infrastructure, with high-speed internet connections becoming increasingly accessible to the population. This has facilitated the growth of online gaming and live streaming, as users can easily connect to platforms and stream content without experiencing significant lag or buffering issues. Additionally, Western Asia has a vibrant gaming community and culture, with gaming cafes and events being popular social gathering places for gamers.

This has created a supportive environment for the Games Live Streaming market to thrive. Underlying macroeconomic factors have also contributed to the growth of the Games Live Streaming market in Western Asia. The region has experienced robust economic growth in recent years, leading to an increase in disposable income and consumer spending.

As a result, more people are able to afford gaming consoles, PCs, and smartphones, which are essential for participating in online gaming and live streaming. Furthermore, Western Asia has a large youth population that is highly engaged in gaming and technology, driving demand for Games Live Streaming services. In conclusion, the Games Live Streaming market in Western Asia is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

The region's young population, increasing internet accessibility, vibrant gaming community, and strong economic growth have all contributed to the rise of the Games Live Streaming industry. As the market continues to evolve, it is expected that Western Asia will remain a key player in the global Games Live Streaming market.

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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