Streaming - Asia

  • Asia
  • The Streaming market in Asia is expected to witness a substantial growth in the coming years.
  • According to projections, the revenue in this market is set to reach a staggering US$59.9m by 2024.
  • Furthermore, it is anticipated that the revenue will continue to grow at a compound annual growth rate (CAGR) of 11.43% between 2024 and 2028, resulting in a projected market volume of US$92.3m by 2028.
  • in China holds the lion's share of the Streaming market in Asia, with a projected market volume of US$40.5m in 2024.
  • This indicates that a significant portion of the revenue in this market will be generated by in China.
  • In terms of user base, the number of users in the Streaming market is expected to reach approximately 0.5bn users by 2028.
  • This reflects a steady increase in user penetration, which is projected to rise from 9.8% in 2024 to 11.2% by 2028.
  • When it comes to average revenue per user (ARPU), it is estimated to be US$0.1.
  • This figure represents the average amount of revenue generated per user in the Streaming market.
  • Overall, the Streaming market in Asia demonstrates promising growth potential, with substantial revenue projections and an increasing user base.
  • in China plays a pivotal role in driving the market's growth, contributing significantly to its overall revenue.
  • In Asia, streaming in the Esports market has seen a significant surge in popularity, with countries like South Korea leading the way in terms of viewership and professional players.

Key regions: United Kingdom, South Korea, Europe, Sweden, China

 
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Analyst Opinion

Esports is a fast-growing market within the world of gaming, mainly driven by the ongoing digitalization, increasing smartphone usage, and rising awareness of gaming. Faster and better technology opens up new possibilities, with the COVID-19 pandemic fueling the demand for Esports. The market will constantly grow due to the creation of more teams, tournaments, companies, and hence a wide-reaching platform for sponsorship and advertisement. Not only does the prize money from tournaments rise but also the amount invested into different teams, owing to the increase in live stream viewers and profitability. With China remaining the biggest market and the U.S. and Germany following behind, the Esports market is expected to witness strong double-digit growth. Recent consolidation in the gaming industry and the entry of FaZe Clan into the stock market have drawn further attention to the 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.

Overview

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