Games Live Streaming - Europe

  • Europe
  • Revenue in the Games Live Streaming market is projected to reach US$3.70bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.21%, resulting in a projected market volume of US$5.00bn by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 256.5m users by 2029.
  • User penetration will be 22.4% in 2024 and is expected to hit 30.4% 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$19.57 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Europe has been experiencing significant growth in recent years.

Customer preferences:
One of the main reasons for the growth of the Games Live Streaming market in Europe is the increasing demand for interactive and immersive gaming experiences. Customers are increasingly looking for ways to connect with other gamers and share their gaming experiences in real-time. Live streaming platforms provide an opportunity for gamers to interact with each other, watch their favorite streamers, and participate in live chats. This sense of community and engagement is a key driver for the popularity of Games Live Streaming in Europe.

Trends in the market:
One of the major trends in the Games Live Streaming market in Europe is the rise of professional esports. Esports tournaments and competitions have gained immense popularity in recent years, attracting millions of viewers both online and offline. As a result, professional gamers and streamers have emerged as celebrities, with a dedicated fan base that follows their gaming sessions and tournaments. This trend has not only increased the demand for Games Live Streaming platforms but has also opened up new opportunities for sponsorship and advertising in the gaming industry. Another trend in the market is the increasing number of partnerships between Games Live Streaming platforms and game developers. Many game developers now actively promote their games through live streaming platforms, allowing gamers to get a sneak peek into new releases and updates. This collaboration between Games Live Streaming platforms and game developers has created a mutually beneficial relationship, as it helps in generating buzz and excitement for new games while providing content for streamers.

Local special circumstances:
Europe has a diverse gaming culture, with each country having its own preferences and gaming traditions. For example, countries like Germany and France have a strong PC gaming culture, while the Nordic countries are known for their love of console gaming. These local preferences and traditions influence the Games Live Streaming market in Europe, as streamers and platforms cater to the specific gaming interests of each country. This localization of content and platforms helps in attracting a larger audience and ensures that the Games Live Streaming market in Europe remains vibrant and diverse.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Europe can also be attributed to the increasing availability of high-speed internet connections and the proliferation of smartphones. These factors have made it easier for gamers to access live streaming platforms and participate in online gaming communities. Additionally, the rise of social media platforms has further contributed to the popularity of Games Live Streaming, as gamers can easily share their gaming experiences with their friends and followers. In conclusion, the Games Live Streaming market in Europe is experiencing significant growth due to customer preferences for interactive and immersive gaming experiences, the rise of professional esports, partnerships between platforms and game developers, local gaming traditions, and underlying macroeconomic factors such as high-speed internet and smartphone penetration. This market is expected to continue growing in the coming years as more gamers and viewers embrace live streaming as a way to connect and engage with the gaming community.

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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