Games Live Streaming - Finland

  • Finland
  • Revenue in the Games Live Streaming market is projected to reach US$64.50m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.91%, resulting in a projected market volume of US$90.07m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 2.2m users by 2029.
  • User penetration will be 28.7% in 2024 and is expected to hit 40.2% 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$40.51 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Finland has experienced significant growth in recent years, driven by a combination of customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
In Finland, there is a strong demand for gaming content, with a large and active gaming community. Finnish gamers are known for their passion for video games and their interest in watching others play. Live streaming platforms provide an interactive and engaging way for gamers to connect with each other and share their gaming experiences. The ability to watch live gameplay, interact with streamers, and participate in chat rooms has become increasingly popular among Finnish gamers.

Trends in the market:
One of the key trends in the Games Live Streaming market in Finland is the rise of professional esports. Esports tournaments and leagues have gained significant popularity, attracting large audiences both online and offline. The live streaming of esports events has become a major draw for viewers, with fans tuning in to watch their favorite teams and players compete. This trend has contributed to the overall growth of the Games Live Streaming market in Finland. Another trend in the market is the increasing use of mobile devices for live streaming. Finnish consumers are highly tech-savvy and have a high level of smartphone penetration. The convenience and portability of mobile devices make them an ideal platform for watching live streams on the go. As a result, mobile live streaming apps have gained traction in the Finnish market, providing gamers with easy access to live gaming content.

Local special circumstances:
Finland has a strong gaming industry, with several successful game development companies and a supportive gaming culture. The country is known for producing high-quality games and has a dedicated fan base. This local special circumstance has created a favorable environment for the growth of the Games Live Streaming market in Finland. Finnish gamers are eager to watch and support local talent, contributing to the demand for live streaming platforms.

Underlying macroeconomic factors:
The overall economic stability and high disposable income levels in Finland have also played a role in the growth of the Games Live Streaming market. Finnish consumers have the financial means to invest in gaming equipment and subscriptions to live streaming platforms. Additionally, the availability of high-speed internet and advanced technology infrastructure in the country has facilitated the growth of the Games Live Streaming market, allowing for seamless streaming experiences. In conclusion, the Games Live Streaming market in Finland has experienced significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The strong demand for gaming content, the rise of professional esports, the increasing use of mobile devices for live streaming, the supportive gaming culture, and the overall economic stability in Finland have all contributed to the development of the market. As the gaming industry continues to evolve and new technologies emerge, the Games Live Streaming market in Finland is expected to further expand 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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