Games Live Streaming - Worldwide

  • Worldwide
  • In Worldwide, revenue in the Games Live Streaming market market is projected to reach €13.96bn in 2025.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 4.69%, resulting in a projected market volume of €16.77bn 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 18.6% in 2025 and is expected to rise to 22.0% by 2029.
  • In a global context, the majority of revenue will be generated China, amounting to €2,659.00m in 2025.
  • The average revenue per user (ARPU) in the Games Live Streaming market market is projected to reach €9.58 in 2025.
  • 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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Notes: Data was converted from local currencies using average exchange rates of the respective year.

Most recent update: Nov 2024

Fuente: Statista Market Insights

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Most recent update: Nov 2024

Fuente: Statista Market Insights

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Analyst Opinion

The Games Live Streaming Market is witnessing substantial growth globally, fueled by factors such as the rising popularity of esports, increased internet accessibility, and the growing engagement of audiences with immersive gaming experiences.

Customer preferences:
The Games Live Streaming Market is experiencing a shift in consumer preferences as viewers increasingly seek interactive and community-driven experiences. Younger demographics are gravitating towards platforms that offer real-time engagement with streamers, fostering a sense of belonging and participation. Additionally, cultural nuances are influencing content consumption, with diverse gaming styles and narratives attracting global audiences. The rise of mobile gaming is also reshaping viewing habits, as users turn to their smartphones for spontaneous streaming, enhancing accessibility and reach.

Trends in the market:
The Games Live Streaming Market is witnessing a surge in interactive streaming experiences, with platforms increasingly integrating real-time viewer engagement features. In Asia, particularly in South Korea and Japan, community-driven content is fostering dedicated fan bases, enhancing viewer loyalty. Meanwhile, in North America, the rise of mobile gaming is reshaping content consumption, as gamers prefer accessible, on-the-go streaming. This shift is significant for industry stakeholders, as it necessitates a focus on adaptable content strategies that resonate with diverse audiences and leverage emerging technologies to enhance user interaction and accessibility.

Local special circumstances:
In Mainland China, the Games Live Streaming Market thrives amid strict regulatory frameworks that encourage localized content, leading to unique gaming experiences tailored to cultural preferences. In the United States, the market is shaped by a diverse gaming community and a strong emphasis on esports, driving significant viewer engagement and sponsorship opportunities. Japan’s deep-rooted gaming culture fosters a blend of traditional and modern streaming styles, attracting dedicated fan bases. Meanwhile, the United Kingdom benefits from a robust internet infrastructure, allowing for high-quality streaming experiences and innovative content delivery methods that enhance user interaction.

Underlying macroeconomic factors:
The Games Live Streaming Market is significantly influenced by macroeconomic factors such as digital infrastructure development, consumer spending patterns, and regulatory environments. In regions like Mainland China, government policies promoting local content and cultural alignment bolster market growth, while stringent regulations can also pose challenges. In the United States, a healthy economy with high disposable income fosters increased investment in streaming platforms and esports sponsorships. Conversely, Japan's aging population juxtaposed with a strong gaming culture creates unique content opportunities. The UK's advanced internet connectivity enhances streaming quality, attracting a wider audience and driving market expansion amidst fluctuating economic conditions.

Users

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Most recent update: Nov 2024

Fuente: Statista Market Insights

Global Comparison

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Most recent update: Nov 2024

Fuente: Statista Market Insights

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.

Key Market Indicators

The following Key Market Indicators give an overview of the social and economic outlook of the selected region and provide additional insights into relevant market-specific developments. These indicators, together with data from statistical offices, trade associations and companies serve as the foundation for the Statista market models.

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