Games live streaming refers to the practice of broadcasting video gameplay and commentary in real-time to an online audience. The market for games live streaming encompasses a wide range of platforms, services, and products, including streaming platforms.
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through advertising and consumer spending on subscriptions and gifts. Market numbers for eSports live streaming are also featured in the eSports market. Key players in the market are live streaming platforms, such as Twitch, Youtube Gaming or Facebook Gaming.
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Live streaming advertising, such as ads on Twitch
Consumer spending on platforms, such as subscriptions or donations to streamers on e.g. Twitch
Sponsorships for special status of streamers, such as being a Twitch partnered streamer
Live streaming of non-related gaming content, such as In Real Life content on Twitch, e.g. cooking
Live streaming TV content, such as television streams
Any form of live streams not provided on gaming streaming platforms (Twitch, YouTube Gaming, Facebook Gaming, etc.), such as Instagram or TikTok live streams
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.
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.
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.
The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.