Games Live Streaming - Philippines
- Philippines
- Revenue in the Games Live Streaming market is projected to reach €107.60m in 2024.
- Revenue is expected to show an annual growth rate (CAGR 2024-2027) of 10.40%, resulting in a projected market volume of €144.80m by 2027.
- In the Games Live Streaming market, the number of users is expected to amount to 32.4m users by 2027.
- User penetration will be 21.5% in 2024 and is expected to hit 27.1% by 2027.
- 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 €4.34 in 2024.
Key regions: South Korea, France, Germany, India, United States
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
- Users
- Global Comparison
- Methodology