Streaming - United Kingdom

  • United Kingdom
  • In the United Kingdom, revenue in the Streaming market is projected to reach €2.8m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.50%, leading to a projected market volume of €3.7m by 2029.
  • Although the majority of revenue is generated China, the Streaming market in the United Kingdom is also significant, with a projected market volume of €37.2m in 2024.
  • The number of users in the Streaming market withUnited_Kingdom is expected to amount to 18.5m users by 2029.
  • User penetration in the United Kingdom will be 21.4% in 2024 and is anticipated to reach 26.8% by 2029.
  • Furthermore, the average revenue per user (ARPU) in the United Kingdom is expected to amount to €0.2.
  • In the United Kingdom, the streaming segment of the eSports market is experiencing a surge in viewership, driven by increased engagement among younger audiences.

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

 
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Analyst Opinion

The eSports market in the United Kingdom has seen moderate growth due to factors such as the growing popularity of streaming services, rising interest in eSports among consumers, and the convenience of online gaming. However, the market's growth rate is subdued due to challenges such as regulatory restrictions and limited access to high-speed internet in some areas.

Customer preferences:
With the rise of online gaming and eSports, streaming platforms have become an integral part of the industry, with millions of viewers tuning in to watch live tournaments and matches. This trend is driven by the increasing popularity of gaming culture and the desire for real-time viewing experiences. Additionally, the rise of influencer marketing and social media platforms has also contributed to the growth of the streaming market within the eSports industry, as viewers are drawn to the personalities and content creators who provide entertainment and commentary during live streams. This has resulted in a shift towards more interactive and community-based viewing experiences, as well as an increase in demand for high-quality streaming services and technology.

Trends in the market:
In the United Kingdom, the eSports market is experiencing a surge in streaming platforms, with more viewers opting for online platforms to watch live tournaments and events. This trend is driven by the increasing availability of high-speed internet and the widespread popularity of eSports among younger audiences. Additionally, the rise of mobile streaming and the integration of social media platforms are further propelling the growth of streaming in the eSports market. This trend is significant as it allows for greater accessibility and reach for industry stakeholders, such as game developers, sponsors, and advertisers. It also presents an opportunity for the monetization of content through subscription models, advertisements, and partnerships. However, as the market becomes more saturated with streaming options, competition may intensify, leading to potential challenges for smaller streaming platforms to gain traction and retain viewers. Nevertheless, the overall trajectory of streaming in the eSports market is on a steady rise, and it is expected to continue shaping the industry in the coming years.

Local special circumstances:
In the United Kingdom, the Streaming Market within the eSports Market is heavily influenced by the country's strong tradition and interest in traditional sports. This has led to a high demand for streaming platforms that offer a similar experience to traditional sports broadcasting. Additionally, the UK's well-developed internet infrastructure and high internet penetration rate have contributed to the growth of the streaming market. However, strict regulations on gambling and advertising in the UK may pose challenges for streaming platforms that rely on these sources for revenue.

Underlying macroeconomic factors:
The Streaming Market within the eSports Market in the United Kingdom is heavily influenced by macroeconomic factors such as technological advancements, consumer spending patterns, and government policies. With the UK being a major player in the global gaming industry, favorable regulatory environments and strong investments in digital infrastructure have contributed to the growth of the streaming market. Furthermore, the increasing popularity of eSports has led to a rise in consumer spending, as well as the development of new technologies and platforms to support the growing demand. Additionally, the UK's stable economic growth and strong consumer confidence have also played a significant role in driving the growth of the streaming market within the eSports industry.

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

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  • Global Comparison
  • Methodology
  • Key Market Indicators
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