Games Live Streaming - Worldwide

  • Worldwide
  • In Worldwide, revenue in the Games Live Streaming market market is projected to reach €12.65bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.41%, resulting in a projected market volume of €17.26bn by 2029.
  • By 2029, the number of users in the Games Live Streaming market market is anticipated to amount to 1.8bn users.
  • User penetration will be 17.0% in 2024 and is expected to rise to 22.0% by 2029.
  • In a global context, the majority of revenue will be generated China, amounting to €2,393.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market is projected to reach €9.60 in 2024.
  • Worldwide, the Games Live Streaming market is experiencing a surge in engagement, driven by the increasing popularity of competitive gaming and influencer culture.

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

 
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Analyst Opinion

The Games Live Streaming market is experiencing significant growth and development Worldwide.

Customer preferences:
Customers are increasingly drawn to the convenience and accessibility of live streaming games. With the rise of smartphones and high-speed internet, gamers can now easily watch their favorite games being played by professional players or stream their own gameplay to a global audience. This allows gamers to connect with a wider community, learn new strategies, and showcase their skills. Additionally, the ability to interact with streamers in real-time through chat features adds a social element to the gaming experience.

Trends in the market:
One major trend in the Games Live Streaming market is the emergence of dedicated platforms and streaming services. These platforms provide a centralized hub for gamers to watch and stream games, offering features such as chat rooms, notifications, and monetization options. Popular platforms like Twitch and YouTube Gaming have become go-to destinations for gamers, attracting millions of viewers and streamers worldwide. Another trend is the increasing professionalization of game streaming. As the market grows, more streamers are treating it as a full-time career, dedicating themselves to building a loyal fanbase and generating income through sponsorships, donations, and ad revenue. This has led to the rise of esports and the establishment of professional gaming leagues, with live streaming playing a crucial role in their success.

Local special circumstances:
Different regions have their own unique characteristics that influence the Games Live Streaming market. In North America, for example, the market is driven by a large and tech-savvy population, with a strong culture of gaming and esports. In Asia, particularly in countries like South Korea and China, gaming is deeply ingrained in the culture, leading to a massive demand for game streaming. The popularity of mobile gaming in Southeast Asia has also contributed to the growth of the market in that region.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market is also influenced by underlying macroeconomic factors. The increasing affordability and availability of high-speed internet, particularly in developing countries, have made live streaming more accessible to a larger population. The rise of smartphones has also played a significant role, as it allows gamers to watch and stream games on the go. Furthermore, the COVID-19 pandemic has had a profound impact on the Games Live Streaming market. With people spending more time at home and seeking entertainment options, the demand for game streaming has surged. This has led to an increase in the number of new streamers and viewers, as well as higher engagement levels across platforms. In conclusion, the Games Live Streaming market is experiencing rapid growth and development Worldwide. Customer preferences for convenience and social interaction, along with the emergence of dedicated platforms and the professionalization of game streaming, are driving this trend. Local special circumstances and underlying macroeconomic factors also contribute to the market's growth. As technology continues to advance and gaming culture expands, the Games Live Streaming market is expected to thrive 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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