Games Live Streaming - Zimbabwe

  • Zimbabwe
  • In Zimbabwe, revenue in the Games Live Streaming market market is projected to reach US$4.48m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.58%, leading to a projected market volume of US$6.16m by 2029.
  • The number of users in Zimbabwe's Games Live Streaming market market is anticipated to amount to 2.3m users by 2029.
  • User penetration in Zimbabwe will be 9.9% in 2024 and is expected to increase to 12.3% by 2029.
  • In a global context, it is noteworthy that most revenue will be generated China, where the figure stands at US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in Zimbabwe's Games Live Streaming market market is projected to amount to US$2.67 in 2024.
  • In Zimbabwe, the Games Live Streaming market is witnessing significant growth, driven by increasing internet accessibility and a surge in local gaming communities.

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

 
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Analyst Opinion

The Games Live Streaming market in Zimbabwe has been experiencing significant growth in recent years.

Customer preferences:
One of the main reasons for this growth is the increasing popularity of video games among the Zimbabwean population. Gaming has become a popular form of entertainment, especially among the younger generation. As a result, there is a growing demand for live streaming of gaming content.

Trends in the market:
The Games Live Streaming market in Zimbabwe has seen a surge in the number of platforms and channels that offer live streaming services. This has created a highly competitive market, with players constantly innovating and improving their offerings to attract more viewers. Additionally, there has been an increase in the number of professional gamers and esports tournaments in the country, which has further fueled the demand for live streaming services.

Local special circumstances:
Zimbabwe has a relatively young population, with a large percentage of the population being under the age of 30. This demographic is more likely to be interested in gaming and live streaming. Additionally, the country has seen improvements in internet infrastructure and connectivity in recent years, making it easier for people to access and stream gaming content.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Zimbabwe is also influenced by macroeconomic factors. The country has experienced economic challenges in recent years, with high unemployment rates and limited job opportunities. As a result, many young people have turned to gaming as a form of entertainment and even as a potential source of income through professional gaming and streaming. This has contributed to the growth of the live streaming market as more individuals seek to monetize their gaming skills. In conclusion, the Games Live Streaming market in Zimbabwe is experiencing significant growth due to the increasing popularity of video games, the rise of professional gaming and esports tournaments, improvements in internet infrastructure, and the economic circumstances in the country. With the continued expansion of the gaming industry and the increasing accessibility of live streaming platforms, it is expected that the market will continue to grow in the coming years.

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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