Games Live Streaming - Chile

  • Chile
  • Revenue in the Games Live Streaming market is projected to reach US$76.15m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.02%, resulting in a projected market volume of US$106.90m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 6.0m users by 2029.
  • User penetration will be 21.8% in 2024 and is expected to hit 30.1% 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$17.80 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Chile has been experiencing significant growth in recent years. This can be attributed to several factors, including customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences in Chile have shifted towards online gaming and live streaming. With the increasing popularity of eSports and competitive gaming, there is a growing demand for platforms that allow users to watch and interact with their favorite gamers in real-time. This has led to an increase in the number of gamers who are streaming their gameplay live on platforms such as Twitch and YouTube.

Additionally, the younger generation in Chile is more tech-savvy and accustomed to consuming content online, making live streaming an attractive option for entertainment. Trends in the market have also contributed to the growth of Games Live Streaming in Chile. The rise of mobile gaming has made it easier for gamers to stream their gameplay on the go.

With the increasing availability of high-speed internet and affordable smartphones, more gamers in Chile are able to participate in live streaming. Furthermore, the COVID-19 pandemic has accelerated the adoption of online entertainment, including live streaming, as people spend more time at home and look for alternative forms of entertainment. Local special circumstances in Chile have also played a role in the development of the Games Live Streaming market.

Chile has a vibrant gaming community with a strong presence in eSports. The country has hosted several international gaming tournaments, attracting gamers and fans from around the world. This has helped to raise awareness and interest in live streaming among the local population.

Additionally, the government has been supportive of the gaming industry, providing incentives and infrastructure to promote its growth. Underlying macroeconomic factors have also contributed to the growth of the Games Live Streaming market in Chile. The country has a stable economy with a growing middle class, which has led to an increase in disposable income.

As a result, more people in Chile have the means to invest in gaming equipment and accessories, as well as support their favorite gamers through subscriptions and donations on live streaming platforms. Furthermore, the increasing availability of high-speed internet and technological advancements have made it easier for gamers to stream their gameplay without significant technical barriers. In conclusion, the Games Live Streaming market in Chile is developing rapidly due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

The increasing demand for online gaming and live streaming, coupled with the rise of mobile gaming and the impact of the COVID-19 pandemic, has fueled the growth of the market. Additionally, the vibrant gaming community, government support, and favorable macroeconomic conditions in Chile have further contributed to the development of the Games Live Streaming 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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