Streaming - Colombia

  • Colombia
  • The Streaming market in Colombia is expected to reach a revenue of US$0.5m in 2024.
  • It is projected to experience an annual growth rate (CAGR 2024-2029) of 4.82%, resulting in a market volume of US$0.6m by 2029.
  • China is the leading revenue generator in the Streaming market, with a projected market volume of US$40.5m in 2024.
  • In Colombia, the number of users in the Streaming market is expected to reach 4.7m users by 2029.
  • User penetration is projected to be 7.2% in 2024 and is expected to increase to 8.8% by 2029.
  • The average revenue per user (ARPU) is expected to be US$0.1.
  • Colombia is experiencing a surge in streaming viewership for Esports, with dedicated platforms and local talent attracting a growing audience.

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

 
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Analyst Opinion

In Colombia, the eSports streaming market has seen minimal growth due to factors such as limited internet access and low awareness among consumers. However, with increasing investments and partnerships, the market is expected to grow in the coming years.

Customer preferences:
With the growing popularity of eSports in Colombia, there has been a significant increase in demand for streaming platforms and services. This trend is largely driven by the country's tech-savvy and digitally active population, which is constantly seeking new forms of entertainment. Additionally, the rise of mobile gaming and the availability of high-speed internet have made it easier for consumers to access and stream eSports content. As a result, streaming platforms are increasingly focusing on providing a seamless and immersive viewing experience to cater to the preferences of their target audience.

Trends in the market:
In Colombia, the eSports market is rapidly growing, with a significant increase in streaming platforms catering to the growing number of eSports enthusiasts. This trend is driven by the rise in internet and smartphone penetration, as well as the popularity of competitive gaming in the country. As the streaming market continues to expand, there is a potential for increased revenue opportunities for industry stakeholders, such as streaming platforms, game developers, and advertisers. Additionally, this trend could also lead to a more competitive landscape, with new players entering the market and existing ones improving their offerings to stay ahead. With the growing interest in eSports and the rise of streaming platforms, it is likely that this trend will continue to gain momentum in Colombia and have a significant impact on the eSports market in the country.

Local special circumstances:
In Colombia, the eSports market is rapidly growing due to the country's high internet penetration and widespread access to technology. This has led to a surge in popularity of streaming platforms, as well as the rise of local eSports teams and tournaments. The country's strong passion for gaming and competitive spirit has also contributed to the growth of the market. Additionally, government support and investments in the technology sector have created a favorable environment for the development of the eSports industry in Colombia.

Underlying macroeconomic factors:
The growth of the Streaming Market within the eSports Market in Colombia is heavily influenced by macroeconomic factors such as technological advancements, government funding, and investment in digital infrastructure. Countries with a strong technology sector and supportive government policies are experiencing rapid market growth, while those with limited infrastructure and regulatory challenges are struggling to keep up. The increasing popularity of eSports and a tech-savvy population are also contributing to the growth of the streaming market in Colombia. Furthermore, the overall economic stability and consumer spending power in the country are important drivers of market performance, as they directly impact the demand for streaming services and eSports events.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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