Games Live Streaming - United Kingdom

  • United Kingdom
  • In the United Kingdom, revenue in the Games Live Streaming market market is projected to reach €0.51bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.54%, resulting in a projected market volume of €0.70bn by 2029.
  • In this market, the number of users in the United Kingdom is expected to amount to 36.8m users by 2029.
  • User penetration is anticipated to be 39.2% in 2024 and is expected to rise to 53.4% by 2029.
  • In a global context, the majority of revenue will be generated China, with an estimated €2,393.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market is projected to be €19.02 in 2024 withUnited_Kingdom.
  • In the United Kingdom, the Games Live Streaming market is increasingly dominated by interactive experiences, fostering community engagement and personalized content consumption among viewers.

Key regions: Japan, China, Europe, France, Germany

 
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Analyst Opinion

The Games Live Streaming market in United Kingdom is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this growth.

Customer preferences:
In United Kingdom, there is a growing preference for online entertainment and gaming experiences. The convenience of accessing games through live streaming platforms appeals to customers who want to enjoy gaming without the need for expensive gaming consoles or physical copies of games. Additionally, the ability to interact with other gamers and streamers in real-time creates a sense of community and enhances the overall gaming experience.

Trends in the market:
The rise of esports and competitive gaming has fueled the demand for live streaming platforms in United Kingdom. Esports tournaments and events attract a large audience, both online and offline. Live streaming platforms provide a way for fans to watch these events in real-time, creating a virtual stadium-like experience. The increasing popularity of mobile gaming has also contributed to the growth of the live streaming market, as more people are playing games on their smartphones and tablets.

Local special circumstances:
United Kingdom has a strong gaming culture and a large community of gamers. The country has produced many successful game developers and has a thriving indie game scene. This vibrant gaming community creates a demand for live streaming platforms, as gamers want to share their gameplay experiences and connect with other like-minded individuals. The presence of popular gaming influencers and streamers in United Kingdom further drives the growth of the live streaming market, as their followers seek to engage with their content.

Underlying macroeconomic factors:
The increasing availability of high-speed internet and advancements in technology have made live streaming more accessible to a wider audience in United Kingdom. This has led to an increase in the number of people who watch and participate in live streaming of games. Additionally, the COVID-19 pandemic has accelerated the growth of the live streaming market, as people are spending more time at home and seeking entertainment options online. The combination of these factors has created a favorable environment for the development of the Games Live Streaming market in United Kingdom. Overall, the Games Live Streaming market in United Kingdom is thriving due to customer preferences for online entertainment, the rise of esports and competitive gaming, the strong gaming culture and community, advancements in technology, and the impact of the COVID-19 pandemic. As these factors continue to shape the market, we can expect further growth and innovation in the Games Live Streaming industry in United Kingdom.

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
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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