Streaming

  • Worldwide
  • Revenue in the Streaming market worldwide is projected to reach €117.3m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.43%, resulting in a projected market volume of €184.1m by 2029.
  • With a projected market volume of €37.6m in 2024, most revenue is generated China.
  • In the Streaming market worldwide, the number of users is expected to amount to 0.8bn users by 2029.
  • User penetration will be 10.2% in 2024 and is expected to hit 12.2% by 2029.
  • The average revenue per user (ARPU) is expected to amount to €0.2.
  • As the eSports market continues to expand worldwide, streaming platforms are increasingly becoming the primary revenue drivers for competitive gaming content.

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

 
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Analyst Opinion

The eSports streaming market is seeing steady growth globally, influenced by factors such as the growing popularity of digital gaming, increasing awareness of eSports, and the convenience of online streaming services. Despite its mild growth rate, the market is still impacted by various factors such as technological advancements and changing consumer preferences.

Customer preferences:
As the eSports industry continues to gain mainstream popularity, the streaming market within this sector is also experiencing significant growth. This can be attributed to the increasing prevalence of digital entertainment and the rise of online gaming communities. Additionally, with the shift towards remote work and social distancing measures, more individuals are turning to eSports streaming as a form of entertainment and social interaction. This trend is expected to continue globally, as people seek out virtual forms of entertainment and connection amidst changing lifestyles and cultural norms.

Trends in the market:
In the eSports market, streaming has become a dominant trend, with major platforms like Twitch and YouTube Gaming seeing a surge in viewership. This trend is expected to continue, with a projected global audience of 728 million by 2023. The significance of this trend lies in its ability to reach a wider audience and provide a more immersive experience for viewers. This has implications for industry stakeholders, as they can capitalize on the growing popularity of streaming to attract sponsors and advertisers and increase revenue. Additionally, streaming platforms are also investing in technologies such as virtual reality and augmented reality, which could further enhance the viewing experience and attract even more viewers.

Local special circumstances:
In the Streaming Market within the eSports Market, geographical factors play a crucial role in market dynamics. For example, in South Korea, where eSports originated, there is a strong culture and infrastructure surrounding eSports, leading to a highly developed market. In contrast, in countries such as Brazil, where internet and gaming infrastructure is still developing, there is a growing demand for streaming services to access eSports content. Government regulations and cultural attitudes towards gaming also vary, impacting the growth and acceptance of streaming within the eSports market.

Underlying macroeconomic factors:
The growth of the Streaming Market within the eSports Market is heavily influenced by macroeconomic factors such as technological advancements, global economic trends, and government policies. Countries with strong investment in digital infrastructure and a supportive regulatory environment are experiencing faster market growth compared to regions with limited technological capabilities and restrictive policies. Additionally, the increasing popularity of eSports and the rise of digital streaming platforms have been driven by the growing demand for entertainment and leisure activities, especially among younger demographics.

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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