Streaming

  • China
  • In China, revenue in the Streaming market is projected to reach €37.6m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 12.69%, leading to a projected market volume of €68.3m by 2029.
  • With a projected market volume of €37.6m in 2024, the majority of revenue is generated China.
  • In [globalrevenue_currentlayer_yeartoday_maxcountrynameprep]'s Streaming market, the number of users is anticipated to reach 237.8m users by 2029.
  • User penetration China will be 14.1% in 2024 and is projected to rise to 16.8% by 2029.
  • The average revenue per user (ARPU) in this market is expected to reach €0.2.
  • In China, the rapid rise of mobile gaming has significantly amplified the popularity of streaming platforms within the eSports market, fostering a vibrant digital community.

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

 
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Analyst Opinion

The eSports market in China is experiencing considerable growth, driven by factors such as the increasing popularity of streaming platforms, growing interest in competitive gaming, and the convenience of online access. This growth rate is impacted by the growing number of players and viewers, as well as the increasing investment and support from both domestic and international companies.

Customer preferences:
The rise of online streaming platforms has transformed the eSports market in China, with consumers increasingly turning to these platforms for live broadcasts of gaming tournaments and events. This trend is fueled by the growing popularity of eSports among younger demographics and the increasing accessibility of internet and mobile devices. Additionally, advancements in technology have enabled a more immersive and interactive viewing experience, further enhancing the appeal of streaming within the eSports market.

Trends in the market:
In China, the eSports market is experiencing significant growth, with the streaming market playing a crucial role. With the rise of online gaming and the popularity of eSports tournaments, streaming platforms such as Douyu and Huya have become go-to destinations for Chinese gaming enthusiasts. This trend is expected to continue, with an increasing number of players and viewers joining the eSports community. This presents a significant opportunity for industry stakeholders, including streaming platforms, game publishers, and advertisers. As the streaming market continues to expand, it will likely lead to more partnerships and collaborations between players, teams, and brands, driving the overall growth of the eSports market in China.

Local special circumstances:
In China, the Streaming Market within the eSports Market is heavily impacted by the country's strict regulations on online content and internet usage. This has led to the rise of domestic streaming platforms, such as Huya and Douyu, which cater specifically to the Chinese market. Additionally, the popularity of eSports in China is also influenced by the country's cultural values, with gaming being seen as a form of socializing and community building. These factors contribute to the unique landscape of the Chinese Streaming Market within the eSports Market.

Underlying macroeconomic factors:
The Streaming Market within the eSports Market in China is significantly impacted by macroeconomic factors such as the country's economic growth, government policies, and technological advancements. China's robust economic growth and increasing disposable income have led to a rising demand for online entertainment, including eSports streaming. Additionally, the Chinese government has been actively promoting the eSports industry, providing regulatory support and investment in infrastructure. However, challenges such as regulatory restrictions and limited funding for eSports development in some regions may hinder market growth. Furthermore, the growing popularity of eSports among the younger generation in China and the increasing availability of advanced technologies are driving the demand for streaming services in the eSports market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Visión general

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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