Games Live Streaming - Africa

  • Africa
  • In Africa, the revenue in the Games Live Streaming market market is forecasted to reach US$407.60m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.49%, leading to a projected market volume of US$558.10m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market is expected to reach 178.3m users.
  • The user penetration is set to be 10.2% in 2024 and is projected to increase to 12.3% by 2029.
  • When compared globally, the majority of 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$3.07 in 2024.
  • In Africa, the Games Live Streaming market is gaining traction among the youth, driving increased engagement and monetization opportunities for content creators.

Key regions: Germany, Europe, United Kingdom, Japan, South Korea

 
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Analyst Opinion

The Games Live Streaming market in Africa has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet connections.

Customer preferences:
One of the key factors driving the growth of the Games Live Streaming market in Africa is the increasing popularity of online gaming. As the gaming industry continues to expand globally, African consumers are also becoming more interested in playing and watching games online. This has led to a growing demand for live streaming platforms that allow gamers to showcase their skills and connect with a wider audience.

Trends in the market:
The Games Live Streaming market in Africa is witnessing several trends that are shaping its development. Firstly, there is a growing number of local gamers who are gaining popularity on the global stage. These gamers are attracting a significant following, both locally and internationally, and are driving the demand for live streaming platforms that can cater to their audience. Secondly, there is an increasing number of esports tournaments and events taking place in Africa. These events are not only attracting professional gamers but also a large number of spectators who are interested in watching the competitions live. As a result, there is a growing need for live streaming platforms that can provide high-quality coverage of these events.

Local special circumstances:
The Games Live Streaming market in Africa is also influenced by certain local special circumstances. One of these is the limited availability of high-speed internet connections in some regions. While the overall internet penetration in Africa has been increasing, there are still areas where internet access is limited or unreliable. This can pose a challenge for gamers and live streamers who require a stable and fast internet connection to provide a seamless streaming experience. Another special circumstance is the cultural diversity in Africa. The continent is home to a wide range of languages, cultures, and gaming preferences. This diversity presents an opportunity for live streaming platforms to cater to specific local markets by providing content in different languages and showcasing games that are popular in specific regions.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Africa is also influenced by underlying macroeconomic factors. The increasing availability of affordable smartphones and internet-enabled devices has made it easier for consumers to access live streaming platforms. Additionally, the rising disposable incomes in some African countries have contributed to the growth of the gaming industry as consumers have more spending power to invest in gaming-related activities. In conclusion, the Games Live Streaming market in Africa is experiencing significant growth due to changing customer preferences, the increasing popularity of online gaming, and the availability of high-speed internet connections. The market is witnessing trends such as the rise of local gamers and the increasing number of esports events. However, the market is also influenced by local special circumstances such as limited internet access and cultural diversity. Overall, the growth of the Games Live Streaming market in Africa is supported by underlying macroeconomic factors such as the affordability of smartphones and rising disposable incomes.

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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