Games Live Streaming - Egypt

  • Egypt
  • In Egypt, revenue in the Games Live Streaming market market is forecasted to reach US$76.32m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.21%, leading to a projected market volume of US$108.10m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market is expected to reach 24.5m users.
  • User penetration is set to be 15.2% in 2024 and is projected to increase to 19.9% 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 forecasted to be US$4.38 in 2024.
  • Egypt's gaming live streaming market is witnessing a surge in viewer engagement, reflecting a growing appetite for interactive entertainment among Egyptian audiences.

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

 
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Analyst Opinion

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

Customer preferences:
One of the main reasons for the growth of the Games Live Streaming market in Egypt is the increasing popularity of video games among the younger population. Video gaming has become a popular form of entertainment, with many Egyptians spending a significant amount of their leisure time playing games. As a result, there is a growing demand for live streaming platforms that allow gamers to watch and interact with their favorite players and games in real-time.

Trends in the market:
The Games Live Streaming market in Egypt has seen a surge in the number of platforms and channels dedicated to streaming video games. This trend can be attributed to the increasing availability of high-speed internet connections and the widespread use of smartphones and other mobile devices. These technological advancements have made it easier for gamers to access and stream live gaming content, leading to a rise in the number of streaming platforms and channels.

Local special circumstances:
One unique aspect of the Games Live Streaming market in Egypt is the strong sense of community among gamers. Egyptian gamers often form online communities and groups where they can interact and share their gaming experiences. This sense of community has contributed to the growth of the Games Live Streaming market, as gamers seek out platforms and channels where they can connect with like-minded individuals and share their passion for gaming.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Egypt can also be attributed to the country's favorable economic conditions. Egypt has seen steady economic growth in recent years, with an increasing number of people gaining access to disposable income. As a result, more Egyptians are able to afford the necessary equipment and internet connections to engage in live streaming and gaming activities. In conclusion, the Games Live Streaming market in Egypt is experiencing significant growth due to the increasing popularity of video games, the availability of high-speed internet connections, and the strong sense of community among gamers. Additionally, favorable macroeconomic conditions have also contributed to the growth of the market. As the market continues to develop, it is expected that more platforms and channels will emerge to cater to the growing demand for live streaming gaming content in Egypt.

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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