Games Live Streaming - Australia & Oceania

  • Australia & Oceania
  • Revenue in the Games Live Streaming market is projected to reach US$277.30m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.39%, resulting in a projected market volume of US$377.90m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 8.9m users by 2029.
  • User penetration will be 15.1% in 2024 and is expected to hit 19.5% 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$42.33 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Australia & Oceania has been experiencing significant growth in recent years. Customer preferences for convenient and immersive gaming experiences, along with advancements in technology and internet infrastructure, have contributed to the increasing popularity of live streaming platforms in the region.

Customer preferences:
Gamers in Australia & Oceania have shown a strong preference for live streaming platforms due to the convenience and interactivity they offer. Live streaming allows gamers to watch their favorite games being played in real-time, providing a sense of community and engagement. It also allows them to interact with the streamer and other viewers through chat features, creating a more social gaming experience. Additionally, live streaming platforms often provide additional content such as tutorials, tips, and behind-the-scenes footage, further enhancing the overall gaming experience for users.

Trends in the market:
One of the key trends in the Games Live Streaming market in Australia & Oceania is the rise of local content creators and streamers. As the market has grown, many individuals in the region have started their own gaming channels and platforms, attracting a dedicated local audience. This has led to the emergence of a vibrant gaming community in Australia & Oceania, with local streamers gaining popularity and recognition both locally and internationally. Another trend in the market is the increasing popularity of esports tournaments and events. Esports, or competitive gaming, has gained significant traction in Australia & Oceania, with a growing number of professional teams and players. Live streaming platforms have become a key medium for broadcasting and watching esports tournaments, with viewership numbers reaching record highs. This trend has further fueled the growth of the Games Live Streaming market in the region.

Local special circumstances:
Australia & Oceania is a geographically diverse region with varying levels of internet infrastructure. While countries like Australia and New Zealand have well-developed internet infrastructure, some smaller island nations may face challenges in terms of connectivity and bandwidth. However, advancements in technology and increased investment in internet infrastructure are helping to bridge this gap, making live streaming more accessible to a wider audience in the region.

Underlying macroeconomic factors:
The growing Games Live Streaming market in Australia & Oceania can also be attributed to the overall growth of the gaming industry in the region. The increasing popularity of gaming as a form of entertainment, coupled with the rise of mobile gaming, has created a favorable environment for the development of live streaming platforms. Additionally, the region's strong economy and high disposable income levels have contributed to the growth of the market, as consumers are willing to invest in gaming-related experiences and content. In conclusion, the Games Live Streaming market in Australia & Oceania is experiencing significant growth due to customer preferences for convenient and immersive gaming experiences, the rise of local content creators and esports events, and the overall growth of the gaming industry in the region. Despite varying levels of internet infrastructure, advancements in technology and increased investment are helping to make live streaming more accessible to a wider audience. The region's strong economy and high disposable income levels further support the growth of the market.

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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