Games Live Streaming - China

  • China
  • Revenue in the Games Live Streaming market is projected to reach US$2.58bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.53%, resulting in a projected market volume of US$3.54bn by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 588.1m users by 2029.
  • User penetration will be 29.7% in 2024 and is expected to hit 41.3% 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$6.07 in 2024.

Key regions: Japan, China, Europe, France, Germany

 
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Analyst Opinion

The Games Live Streaming market in China has experienced significant growth in recent years, driven by customer preferences for interactive and immersive gaming experiences, as well as the increasing popularity of esports and mobile gaming.

Customer preferences:
Chinese consumers have shown a strong preference for interactive and immersive gaming experiences, which has fueled the growth of the Games Live Streaming market. Live streaming platforms allow gamers to connect with their audiences in real-time, creating a sense of community and engagement. This interactive nature of live streaming appeals to Chinese gamers, who value social interactions and the opportunity to connect with like-minded individuals.

Trends in the market:
One of the key trends in the Games Live Streaming market in China is the rise of esports. Esports refers to competitive video gaming, where professional gamers compete against each other in various tournaments. Esports has gained immense popularity in China, with millions of viewers tuning in to watch live streams of their favorite players and teams. This trend has led to the emergence of dedicated esports live streaming platforms, which cater specifically to the esports community. Another trend in the market is the increasing popularity of mobile gaming. With the widespread adoption of smartphones in China, mobile gaming has become a major segment of the gaming industry. Live streaming platforms have capitalized on this trend by offering mobile game live streaming services, allowing gamers to showcase their skills and interact with their audiences while playing mobile games.

Local special circumstances:
China has a large and active gaming community, which has contributed to the growth of the Games Live Streaming market. The country has a thriving gaming industry, with a wide range of game genres and platforms available to consumers. This diverse gaming landscape has created a demand for live streaming services, as gamers seek to share their gaming experiences and connect with others who share their interests. Furthermore, the Chinese government has recognized the potential of the gaming industry and has implemented policies to support its growth. This includes the promotion of esports as an official sport, as well as the establishment of esports training centers and stadiums. These initiatives have further boosted the Games Live Streaming market in China, as they have helped to legitimize and professionalize the industry.

Underlying macroeconomic factors:
China's strong economic growth and increasing disposable income have also contributed to the development of the Games Live Streaming market. As more Chinese consumers have the financial means to purchase gaming consoles, PCs, and smartphones, the demand for live streaming services has increased. Additionally, the growing middle class in China has led to a larger consumer base for the gaming industry, driving the growth of the Games Live Streaming market. In conclusion, the Games Live Streaming market in China has experienced significant growth due to customer preferences for interactive and immersive gaming experiences, the rise of esports, the increasing popularity of mobile gaming, the active gaming community, government support, and strong macroeconomic factors. As these trends and factors continue to drive the market, the Games Live Streaming industry in China is expected to continue its growth trajectory 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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