Games Live Streaming - Israel

  • Israel
  • Revenue in the Games Live Streaming market market in Israel is forecasted to reach US$65.88m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.46%, leading to a projected market volume of US$90.08m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market in Israel is expected to total 3.0m users.
  • User penetration is set to be 23.0% in 2024 and is projected to increase to 29.5% by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Israel is estimated to be US$30.75 in 2024.
  • Israel's gaming live streaming market is thriving, attracting a growing audience and investment in innovative technologies.

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

 
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Analyst Opinion

The Games Live Streaming market in Israel has seen significant growth in recent years, driven by the increasing popularity of video games and the rise of online streaming platforms.

Customer preferences:
Israeli consumers have shown a strong interest in gaming and live streaming, with a growing number of people participating in online gaming communities and watching live streams of their favorite games. This trend can be attributed to several factors, including the accessibility of gaming platforms and the ability to connect with other players around the world. Additionally, the rise of professional gaming competitions and the emergence of popular Israeli gamers have also contributed to the growing interest in live streaming.

Trends in the market:
One of the key trends in the Games Live Streaming market in Israel is the shift towards mobile gaming. With the increasing popularity of smartphones and the availability of high-speed internet connections, more and more Israelis are playing games on their mobile devices. This has led to a rise in demand for mobile game live streaming, where gamers can watch and interact with others playing games on their phones. Another trend in the market is the growing popularity of eSports in Israel. eSports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. The rise of eSports has led to an increase in the number of people watching live streams of these competitions, both online and in-person. This trend has created new opportunities for live streaming platforms and has attracted investments from both local and international companies.

Local special circumstances:
Israel has a vibrant tech startup scene, which has also contributed to the growth of the Games Live Streaming market. Many Israeli startups have developed innovative technologies and platforms for live streaming, attracting both local and international users. This has created a competitive landscape in the market, with multiple players vying for market share.

Underlying macroeconomic factors:
Israel has a strong economy and a high level of technological development, which has created a favorable environment for the growth of the Games Live Streaming market. The country has a high internet penetration rate and a young population that is tech-savvy and open to new digital experiences. Additionally, the government has been supportive of the tech industry, providing incentives and support for startups and innovation. These factors have helped to create a thriving ecosystem for the Games Live Streaming market in Israel.

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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