Games Live Streaming - Benelux

  • Benelux
  • Revenue in the Games Live Streaming market is projected to reach US$242.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.19%, resulting in a projected market volume of US$326.80m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 0.00 by 2029.
  • User penetration will be 0.00 in 2024 and is expected to hit 0.00 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 0.00 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Benelux has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the rise of esports.

Customer preferences:
In Benelux, there is a strong demand for Games Live Streaming, with a large and active gaming community. Gamers in the region enjoy watching live streams of their favorite games, as it allows them to learn new strategies, follow professional players, and engage with other gaming enthusiasts. The convenience of being able to watch live streams from the comfort of their own homes or on the go has made it a preferred choice for many gamers in Benelux.

Trends in the market:
One of the key trends in the Games Live Streaming market in Benelux is the growing number of professional esports teams and tournaments. Esports has gained significant traction in recent years, with professional players competing in popular games like League of Legends, Counter-Strike: Global Offensive, and Dota 2. The rise of esports has created a demand for live streaming platforms that allow fans to watch their favorite teams and players in action. Another trend in the market is the emergence of local gaming influencers and streamers. These individuals have gained a large following by streaming their gameplay and providing commentary and entertainment to their viewers. Many gamers in Benelux prefer to watch streams from local influencers, as they can relate to their language, culture, and gaming preferences.

Local special circumstances:
One of the unique aspects of the Games Live Streaming market in Benelux is the multilingual nature of the region. Benelux is comprised of three countries – Belgium, the Netherlands, and Luxembourg – each with its own official language(s) and cultural nuances. This diversity presents both challenges and opportunities for live streaming platforms and content creators. Platforms that offer multilingual support and cater to the specific preferences of each country are more likely to succeed in the market.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Benelux can be attributed to several macroeconomic factors. Firstly, the region has a high internet penetration rate and a strong digital infrastructure, which makes it easier for gamers to access live streaming platforms. Additionally, the increasing affordability of high-quality gaming equipment and internet connections has made it more accessible for individuals to participate in online gaming and watch live streams. Furthermore, the COVID-19 pandemic has had a significant impact on the Games Live Streaming market in Benelux. With people spending more time at home due to lockdowns and social distancing measures, there has been a surge in online gaming and live streaming activities. This has created new opportunities for live streaming platforms and content creators to engage with a larger audience and monetize their content. In conclusion, the Games Live Streaming market in Benelux is experiencing growth due to the increasing popularity of online gaming, the rise of esports, and the demand for local influencers. The multilingual nature of the region and the underlying macroeconomic factors, such as high internet penetration and the impact of the COVID-19 pandemic, are also contributing to the market's development.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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