Games Live Streaming - Senegal

  • Senegal
  • Revenue in the Games Live Streaming market is projected to reach €3.23m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2027) of 8.71%, resulting in a projected market volume of €4.15m by 2027.
  • In the Games Live Streaming market, the number of users is expected to amount to 2.4m users by 2027.
  • User penetration will be 10.1% in 2024 and is expected to hit 11.8% by 2027.
  • In global comparison, most revenue will be generated in China (€2,393.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to €1.72 in 2024.

Key regions: United States, Europe, France, South Korea, China

Comparación de regiones


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.


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.

Visión general

  • Revenue
  • Users
  • Global Comparison
  • Methodology
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