Games Live Streaming - Asia

  • Asia
  • The Games Live Streaming market in Asia is projected to witness a significant increase in revenue, reaching €5.30bn by 2024.
  • This growth is expected to continue with an annual growth rate (CAGR 2024-2027) of 9.14%, resulting in a projected market volume of €6.89bn by 2027.
  • The number of users in the Games Live Streaming market is also expected to rise, reaching 1.0bn users by 2027.
  • Despite the anticipated growth, user penetration will remain at 17.1% in 2024 and is expected to remain the same by 2027.
  • China is set to dominate the global Games Live Streaming market, generating the highest revenue of €2,393.00m in 2024.
  • This demonstrates the country's strong position in the market segment.
  • The average revenue per user (ARPU) is projected to amount to €6.78 in 2024, indicating the level of monetization in the industry.
  • In Asia, the popularity of Games Live Streaming has skyrocketed, with countries like South Korea leading the way in terms of viewership and professional players.

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

 
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Analyst Opinion

Live streaming platforms, such as Twitch, have experienced significant growth in recent years and are becoming increasingly popular. Twitch is primarily known as a gaming streaming platform, and this trend is expected to continue. However, Twitch is also expanding into other categories such as music, talk shows, and creative content to diversify its offerings. The platform is facing increased competition from new entrants like Facebook Gaming and YouTube Gaming, but Twitch has multiple monetization options for streamers which makes it well-positioned in the market. To enhance the user experience, live streaming platforms are also incorporating more interactive features such as chatbots, polls, and other tools to engage audiences.

The Games live streaming market is growing due to several factors, including the increasing popularity of mobile gaming, the growth of esports, advancements in technology, and the accessibility and affordability of streaming tools. The rise of the internet and its increasing use as a source of entertainment has also driven growth in the market, as more people seek out gaming content and live streams. Additionally, the rise of social media has made it easier for content creators to reach and engage with their audiences, further boosting the growth of the Games live streaming market.

In terms of forecast, the live streaming market is expected to continue to experience strong growth 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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