Games Live Streaming - Australia

  • Australia
  • Revenue in the Games Live Streaming market is projected to reach US$212.60m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.16%, resulting in a projected market volume of US$286.70m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 6.3m users by 2029.
  • User penetration will be 17.4% in 2024 and is expected to hit 22.5% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$45.80 in 2024.

Key regions: Germany, Europe, United Kingdom, Japan, South Korea

 
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Analyst Opinion

The Games Live Streaming market in Australia has been experiencing significant growth in recent years, driven by a combination of customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in Australia have shown a strong preference for interactive and immersive gaming experiences, which has fueled the demand for live streaming services. The ability to watch and interact with professional gamers in real-time has become increasingly popular, as it allows users to learn new strategies, engage with their favorite players, and participate in online gaming communities. Additionally, the convenience of being able to access live streams from any device and at any time has made this form of entertainment highly appealing to Australian gamers.

Trends in the market:
One of the key trends driving the growth of the Games Live Streaming market in Australia is the increasing popularity of esports. Esports tournaments and competitions have gained significant traction in recent years, with large prize pools and a growing fan base. As a result, there is a growing demand for live streaming services to broadcast these events to a wider audience. This trend is expected to continue as esports continues to gain mainstream recognition and more investment is made in professional gaming infrastructure. Another trend in the market is the rise of influencer marketing. Many professional gamers and streamers in Australia have amassed large followings on platforms such as Twitch and YouTube, and brands are increasingly recognizing the value of partnering with these influencers to reach their target audience. This has led to a proliferation of sponsored content and brand collaborations within the live streaming space, further driving the growth of the market.

Local special circumstances:
Australia's relatively high internet penetration rate and advanced telecommunications infrastructure have played a significant role in the development of the Games Live Streaming market. The country has a strong internet culture, with a high proportion of the population engaging in online activities such as gaming and streaming. Additionally, the widespread availability of high-speed internet connections has made it easier for Australians to access and enjoy live streaming services.

Underlying macroeconomic factors:
The strong growth of the Games Live Streaming market in Australia can also be attributed to favorable macroeconomic factors. The country has a robust economy with a high disposable income, which has allowed consumers to spend more on entertainment and leisure activities. Furthermore, the increasing affordability of gaming hardware and the widespread adoption of smartphones have made gaming and live streaming more accessible to a larger portion of the population. In conclusion, the Games Live Streaming market in Australia is experiencing rapid growth due to customer preferences for interactive gaming experiences, trends such as the rise of esports and influencer marketing, local special circumstances including high internet penetration and advanced telecommunications infrastructure, and favorable macroeconomic factors such as a strong economy and high disposable income. These factors are expected to continue driving the growth of the market in the coming years.

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.

Overview

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