Games Live Streaming - Portugal

  • Portugal
  • Revenue in the Games Live Streaming market is projected to reach €49.98m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.06%, resulting in a projected market volume of €70.30m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 2.3m users by 2029.
  • User penetration will be 16.1% in 2024 and is expected to hit 22.8% by 2029.
  • 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 €30.42 in 2024.

Key regions: Japan, China, Europe, France, Germany

 
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Analyst Opinion

The Games Live Streaming market in Portugal has seen significant growth in recent years, driven by changing customer preferences and advancements in technology.

Customer preferences:
Portuguese consumers are increasingly turning to live streaming platforms to watch and interact with their favorite games. This shift in preference can be attributed to several factors. Firstly, live streaming offers a more immersive and interactive experience compared to traditional forms of gaming. Viewers can watch their favorite gamers in real-time, chat with other viewers, and even participate in live tournaments. This level of engagement has proven to be highly appealing to Portuguese gamers. Furthermore, live streaming platforms provide a sense of community for gamers. Viewers can connect with like-minded individuals, share tips and strategies, and even form friendships. This social aspect of live streaming has become a key driver of its popularity in Portugal.

Trends in the market:
One of the key trends in the Games Live Streaming market in Portugal is the rise of professional gaming and eSports. As eSports gain mainstream recognition, more and more Portuguese gamers are tuning in to watch professional tournaments and competitions. This trend has led to an increase in the number of professional gamers and content creators in the country, further fueling the growth of the live streaming market. Another trend in the market is the growing popularity of mobile gaming. With the widespread availability of smartphones and high-speed internet, Portuguese gamers can now access live streaming platforms on the go. This has opened up new opportunities for content creators and has expanded the reach of the live streaming market.

Local special circumstances:
Portugal has a vibrant gaming community, with a strong presence of local gamers and content creators. This has contributed to the growth of the Games Live Streaming market in the country, as Portuguese gamers are eager to support and engage with their fellow countrymen. Additionally, the Portuguese government has taken steps to support the development of the gaming industry. Initiatives such as tax incentives and funding programs have encouraged the growth of local game development studios and eSports organizations. This favorable environment has further contributed to the expansion of the live streaming market in Portugal.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Portugal can also be attributed to underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has increased disposable income and consumer spending power. As a result, Portuguese consumers have more resources to invest in gaming and entertainment, including live streaming platforms. Furthermore, advancements in technology and infrastructure have made live streaming more accessible and seamless. The widespread availability of high-speed internet and the proliferation of smartphones have created a conducive environment for the growth of the live streaming market in Portugal. In conclusion, the Games Live Streaming market in Portugal has experienced significant growth due to changing customer preferences, the rise of professional gaming and eSports, the popularity of mobile gaming, a vibrant local gaming community, government support, and underlying macroeconomic factors. As these trends continue to evolve, the market is expected to further expand and innovate 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.

Visión general

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