Games Live Streaming - Montenegro
- Montenegro
- Revenue in the Games Live Streaming market market in Montenegro is projected to reach US$1.44m in 2024.
- Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.00%, resulting in a projected market volume of US$2.02m by 2029.
- In the Games Live Streaming market market, the number of users in Montenegro is expected to amount to 133.2k users by 2029.
- User penetration will be 15.0% in 2024 and is expected to hit 21.4% by 2029.
- In global comparison, most revenue will be generated China (US$2,581.00m in 2024).
- The average revenue per user (ARPU) in the Games Live Streaming market market in Montenegro is projected to amount to US$15.30 in 2024.
- Montenegro's burgeoning digital landscape is fostering a vibrant Games Live Streaming market, attracting local gamers and international audiences alike.
Analyst Opinion
The Games Live Streaming market in Montenegro is experiencing significant growth and development, driven by several key factors.
Customer preferences: In Montenegro, there is a growing demand for Games Live Streaming services among gaming enthusiasts. The younger generation, in particular, is increasingly interested in watching live streams of their favorite games and engaging with the gaming community. This preference for live streaming can be attributed to the convenience and accessibility it offers. Instead of playing the games themselves, many individuals prefer to watch skilled players and learn from their strategies and techniques. Additionally, live streaming provides an interactive experience, allowing viewers to chat with the streamer and other viewers, creating a sense of community and connection.
Trends in the market: One of the key trends in the Games Live Streaming market in Montenegro is the rise of local content creators and streamers. Montenegrin gamers are starting to gain recognition and build a following on popular streaming platforms. This trend is driven by the increasing availability of high-speed internet and the growing popularity of gaming in the country. Local streamers are able to cater to the specific interests and preferences of Montenegrin gamers, creating a more personalized and relatable experience for viewers. Another trend in the market is the emergence of esports tournaments and events in Montenegro. Esports, or competitive gaming, has gained significant traction globally, and Montenegro is no exception. These tournaments attract a large audience, both in-person and through live streaming platforms. The popularity of esports has led to increased demand for live streaming services, as fans want to watch their favorite teams and players compete in real-time.
Local special circumstances: Montenegro's relatively small population and geographic size present unique challenges and opportunities for the Games Live Streaming market. While the market may not be as large as in some other countries, it is more tightly-knit and connected. This close-knit gaming community allows for a more engaged and interactive live streaming experience, fostering a sense of camaraderie among viewers and streamers.
Underlying macroeconomic factors: The growth of the Games Live Streaming market in Montenegro is also influenced by underlying macroeconomic factors. The country's improving internet infrastructure and increasing internet penetration rates have made it easier for individuals to access live streaming platforms and participate in online gaming communities. Additionally, the rising disposable incomes and changing leisure preferences of Montenegrin consumers have contributed to the growing demand for Games Live Streaming services. In conclusion, the Games Live Streaming market in Montenegro is experiencing growth and development due to customer preferences for convenient and interactive gaming experiences, the rise of local content creators and esports events, as well as underlying macroeconomic factors such as improving internet infrastructure and changing leisure preferences. These trends and circumstances are driving the market forward and creating opportunities for both local and international players in the industry.
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