Streaming - New Zealand

  • New Zealand
  • In New Zealand, revenue in the Streaming market is projected to reach €158.9k in 2024.
  • The revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 3.24%, which will lead to a projected market volume of €186.4k by 2029.
  • Although most revenue is generated China, New Zealand's Streaming market will also contribute significantly.
  • In New Zealand, the number of users in the Streaming market is expected to amount to 0.9m users by 2029.
  • User penetration in New Zealand will be 14.5% in 2024, with expectations for it to rise to 16.1% by 2029.
  • Additionally, the average revenue per user (ARPU) in New Zealand is expected to amount to €0.2.
  • In New Zealand, the streaming of eSports is gaining significant traction, reflecting a growing appetite for competitive gaming among younger audiences.

Key regions: Germany, United States, China, India, South Korea

 
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Analyst Opinion

The eSports streaming market in New Zealand is experiencing minimal growth, influenced by factors such as limited internet infrastructure and lower consumer interest compared to other countries. Despite this, the market is still expected to see steady growth due to increasing awareness and convenience of online platforms.

Customer preferences:
The rising popularity of eSports in New Zealand has led to a significant increase in the demand for streaming services, as viewers seek convenient and immersive ways to enjoy live tournaments and events. This trend is further fuelled by the growing preference for online entertainment, especially among younger demographics. As such, streaming platforms are constantly evolving to offer a more engaging and personalized experience, incorporating features such as interactive chat and live commentary. This reflects the overall shift towards digital consumption and the increasing importance of online communities in shaping consumer preferences.

Trends in the market:
In New Zealand, the Streaming Market within the eSports Market is experiencing a surge in popularity, with a growing number of players and viewers. This trend is expected to continue as the country's infrastructure for high-speed internet improves, making it easier for players to compete and for viewers to stream live matches. This trend is significant as it opens up opportunities for new revenue streams, such as sponsorships and advertising, for industry stakeholders. It also has potential implications for the traditional sports industry, as eSports continues to gain mainstream recognition and viewership. Additionally, the rise of streaming platforms has led to the emergence of new eSports stars and content creators, further driving the growth of the market.

Local special circumstances:
In New Zealand, the eSports market is influenced by the country's strong gaming culture and the government's support for the gaming industry. The country has a high level of internet penetration and a tech-savvy population, making it a prime market for streaming services. Additionally, the country's remote location and small population make it a unique market, with potential for niche and localized content. Furthermore, New Zealand has a robust regulatory framework for online content and gambling, which could impact the development and monetization of the eSports streaming market.

Underlying macroeconomic factors:
The Streaming Market within the eSports Market in New Zealand is influenced by macroeconomic factors such as technological innovations, government policies, and overall economic stability. The country's strong investment in digital infrastructure and supportive regulatory environment has contributed to the growth of the market. Additionally, the increasing popularity of eSports among the younger population and the rise of digital entertainment consumption have also played a significant role in driving market growth. Moreover, the growing trend of online streaming and the availability of high-speed internet have created a conducive environment for the development of the streaming market within the eSports industry in New Zealand.

Methodology

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.

Visión general

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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