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Key regions: Germany, United States, China, India, South Korea
The eSports streaming market in Sweden is seeing minimal growth due to factors such as limited awareness and accessibility, as well as competition from traditional sports. Despite this, the market is expected to grow as the younger population becomes more interested in digital entertainment.
Customer preferences: As eSports continues to gain mainstream recognition and viewership in Sweden, the demand for streaming services has also increased. With the rise of mobile gaming and the convenience of streaming platforms, consumers are gravitating towards on-the-go viewing options for their favorite tournaments and matches. This trend is especially prominent among younger demographics, who prioritize flexibility and accessibility in their entertainment choices. As a result, streaming platforms are investing in enhancing their mobile capabilities and offering more diverse content to cater to the changing preferences of their audience.
Trends in the market: In Sweden, the Streaming Market within the eSports Market is experiencing a surge in viewership, with an increasing number of viewers turning to online platforms such as Twitch and YouTube for live coverage of tournaments and matches. This trend is expected to continue as more people adopt digital platforms for entertainment, and as the eSports industry continues to grow in popularity. This shift towards online streaming has also created new opportunities for advertisers and sponsors, who can now reach a highly engaged and targeted audience through these platforms. Additionally, this trend has led to the emergence of new streaming platforms and services, providing a competitive landscape for industry stakeholders to navigate. As the eSports market in Sweden and globally continues to expand, the streaming market is expected to play a crucial role in its growth and success.
Local special circumstances: In Sweden, the Streaming Market within the eSports Market is thriving due to the country's strong gaming culture and high internet penetration rate. The government's support for eSports has also played a role in its growth. Additionally, the country's strict regulations on online gambling have led to the rise of eSports betting platforms, making it a unique market for streaming services. The popularity of Swedish eSports teams and players has also contributed to the demand for streaming, with a strong emphasis on local tournaments and events.
Underlying macroeconomic factors: The Streaming Market within the eSports Market in Sweden is greatly impacted by macroeconomic factors such as the country's strong economic health and favorable fiscal policies. With a stable economy and government support for technology and innovation, the Swedish market for streaming and eSports is experiencing rapid growth. Furthermore, the increasing popularity of eSports globally and the rise of online streaming as a preferred form of entertainment are driving the demand for these services in Sweden. Additionally, the country's high internet penetration rate and tech-savvy population contribute to the market's success.
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.Lu - vi, 9:30 - 17:00 h (CET)
Lu - vi, 9:00 - 18:00 h (EST)
Lu - vi, 9:00 - 17:00 h (SGT)
Lu - vi, 10:00 - 18:00 h (JST)
Lu - vi, 9:30 - 17:00 h (GMT)
Lu - vi, 9:00am-6:00pm (EST)