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Key regions: Germany, United States, China, India, South Korea
The eSports market in Malaysia has seen a steady rise thanks to the growing popularity of online streaming. However, the market growth is somewhat subdued due to factors such as limited access to high-speed internet and low awareness among potential consumers. Despite these challenges, the eSports streaming market is expected to continue growing in the coming years as more people become familiar with this form of entertainment.
Customer preferences: The eSports industry in Malaysia has witnessed a significant rise in live streaming platforms, as this allows for a more immersive viewing experience for fans. With the pandemic restricting physical attendance at events, the popularity of streaming has only increased further. Additionally, the rise of mobile gaming has also contributed to the growth of the streaming market, as more and more individuals are using their smartphones to watch and participate in eSports tournaments. This trend towards digital consumption and engagement in the eSports market is also reflective of the growing tech-savvy and digitally connected youth population in Malaysia.
Trends in the market: In Malaysia, the Streaming Market within the eSports Market is experiencing a surge in popularity, with more viewers turning to online platforms such as Twitch and YouTube to watch live eSports events. This trend is expected to continue as the country's internet and mobile penetration rates increase. Additionally, there is a growing trend of eSports teams and players using social media to engage with fans and attract sponsorships. This shift towards digital platforms has significant implications for industry stakeholders, as it offers new opportunities for monetization and audience engagement. However, it also raises concerns about the impact of online streaming on traditional media channels and the need for regulations to protect the intellectual property of eSports content.
Local special circumstances: In Malaysia, the Streaming Market within the eSports Market is driven by the country's strong tech infrastructure and high internet penetration rate. This has led to a growing number of local streaming platforms and esports tournaments, catering to the country's diverse gaming community. Additionally, Malaysia's strong cultural affinity towards gaming, coupled with government support for the esports industry, has helped boost the market's growth. Furthermore, Malaysia's geographical proximity to other Southeast Asian countries has also made it a popular destination for regional esports events, further contributing to the market's dynamics.
Underlying macroeconomic factors: The growth of the Streaming Market within the eSports Market in Malaysia is heavily influenced by macroeconomic factors such as technological advancements, government policies, and investment in digital infrastructure. Countries with supportive regulatory environments and significant investment in digital technologies are experiencing rapid growth in the streaming market. Furthermore, the increasing popularity of eSports among the younger generation and the rise of internet connectivity and smartphone usage in Malaysia are driving the demand for streaming services, further boosting the growth of the market.
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.Modeling approach / market size:
The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.Forecasts:
We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.Additional notes:
The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.Lu - vi, 9:30 - 17:00 h (CET)
Lu - vi, 9:00 - 18:00 h (EST)
Lu - vi, 9:00 - 17:00 h (SGT)
Lu - vi, 10:00 - 18:00 h (JST)
Lu - vi, 9:30 - 17:00 h (GMT)
Lu - vi, 9:00am-6:00pm (EST)