Games Live Streaming - GCC

  • GCC
  • The Games Live Streaming market in GCC is expected to witness significant growth in the coming years.
  • According to projections, the revenue is estimated to reach US$219.10m by 2024.
  • This indicates a promising outlook for the market segment.
  • Furthermore, the anticipated annual growth rate (CAGR 2024-2027) of 8.03% is expected to contribute to a projected market volume of US$276.20m by 2027.
  • In terms of user base, the Games Live Streaming market is expected to attract a substantial number of users.
  • By 2027, the number of users is projected to amount to 9.5m users.
  • This indicates a growing interest and adoption of live streaming gaming platforms within the GCC region.
  • When considering the penetration rate, it is important to note that user penetration is expected to be 6.1% in 2024 and is projected to reach 6.1% by 2027.
  • This implies that there is still ample room for growth and expansion within the market segment.
  • In a global comparison, China is expected to generate the highest revenue in the Games Live Streaming market, reaching US$2,581.00m in 2024.
  • This highlights the dominance of the Chinese market in this sector.
  • Lastly, the average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$28.91 in 2024.
  • This metric provides insights into the average amount of revenue generated per user, further emphasizing the potential profitability of the market segment.
  • "Live streaming of games in the GCC is rapidly gaining popularity, with a growing number of gamers and viewers engaging in this immersive form of entertainment."

Key regions: South Korea, France, Germany, India, United States

 
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Analyst Opinion

Live streaming platforms, such as Twitch, have experienced significant growth in recent years and are becoming increasingly popular. Twitch is primarily known as a gaming streaming platform, and this trend is expected to continue. However, Twitch is also expanding into other categories such as music, talk shows, and creative content to diversify its offerings. The platform is facing increased competition from new entrants like Facebook Gaming and YouTube Gaming, but Twitch has multiple monetization options for streamers which makes it well-positioned in the market. To enhance the user experience, live streaming platforms are also incorporating more interactive features such as chatbots, polls, and other tools to engage audiences.

The Games live streaming market is growing due to several factors, including the increasing popularity of mobile gaming, the growth of esports, advancements in technology, and the accessibility and affordability of streaming tools. The rise of the internet and its increasing use as a source of entertainment has also driven growth in the market, as more people seek out gaming content and live streams. Additionally, the rise of social media has made it easier for content creators to reach and engage with their audiences, further boosting the growth of the Games live streaming market.

In terms of forecast, the live streaming market is expected to continue to experience strong growth 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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