Games Live Streaming - Saudi Arabia

  • Saudi Arabia
  • Revenue in the Games Live Streaming market is projected to reach US$111.70m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.00%, resulting in a projected market volume of US$149.50m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 4.3m users by 2029.
  • User penetration will be 8.5% in 2024 and is expected to hit 10.7% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$35.21 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Saudi Arabia has seen significant growth in recent years, driven by the increasing popularity of online gaming and the widespread availability of high-speed internet connections.

Customer preferences:
Saudi gamers are increasingly turning to live streaming platforms to watch and engage with their favorite games and players. This trend is driven by the desire to learn new gaming strategies, connect with the gaming community, and experience the excitement of live gaming events. Additionally, the younger generation in Saudi Arabia is more tech-savvy and digitally connected, making them more inclined to consume gaming content through live streaming platforms.

Trends in the market:
One of the key trends in the Games Live Streaming market in Saudi Arabia is the rise of local content creators and influencers. Saudi gamers are showing a growing interest in watching and supporting local talent, which has led to the emergence of Saudi Arabian gamers who have gained a significant following on live streaming platforms. These local content creators not only provide entertainment but also serve as role models for aspiring gamers in the country. Another trend in the market is the increasing integration of live streaming platforms with social media. Live streaming platforms are now offering features that allow gamers to share their gameplay highlights and interact with their followers on popular social media platforms. This integration enhances the overall gaming experience and helps in building a stronger gaming community.

Local special circumstances:
Saudi Arabia has a large and young population, with a high percentage of internet users. This demographic profile provides a fertile ground for the growth of the Games Live Streaming market. Moreover, the government of Saudi Arabia has been actively promoting the digital economy and investing in infrastructure development, including the expansion of high-speed internet connectivity. These initiatives have created a favorable environment for the growth of the Games Live Streaming market in the country.

Underlying macroeconomic factors:
The economic stability and high disposable income of the population in Saudi Arabia have contributed to the growth of the Games Live Streaming market. With a strong economy and a high standard of living, Saudi gamers have the financial means to invest in gaming equipment and subscriptions to live streaming platforms. Additionally, the increasing penetration of smartphones and affordable data plans has made gaming and live streaming more accessible to a larger segment of the population. In conclusion, the Games Live Streaming market in Saudi Arabia is experiencing significant growth due to customer preferences for engaging with gaming content, the rise of local content creators, integration with social media platforms, favorable local circumstances, and underlying macroeconomic factors. As the market continues to evolve, it is expected to attract more players and investments, further fueling its growth in the coming years.

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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