Games Live Streaming - G7

  • G7
  • Revenue in the Games Live Streaming market is projected to reach US$5.74bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.94%, resulting in a projected market volume of US$7.66bn 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 G7 countries has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming.

Customer preferences:
Customers in G7 countries are increasingly turning to live streaming platforms to watch and engage with their favorite games. This shift in preference can be attributed to several factors. Firstly, live streaming allows gamers to watch professional players and learn new strategies and techniques. This has created a new form of entertainment for gaming enthusiasts who enjoy watching skilled players compete. Additionally, live streaming platforms provide a sense of community and interaction, as viewers can chat with each other and the streamer in real-time. This social aspect of live streaming has become a major draw for gamers who want to connect with like-minded individuals.

Trends in the market:
One major trend in the Games Live Streaming market in G7 countries is the rise of esports. Esports refers to competitive video gaming, where professional players compete in tournaments for substantial prize pools. The popularity of esports has skyrocketed in recent years, with millions of viewers tuning in to watch these events live. This has created a massive demand for live streaming platforms that can provide high-quality coverage of esports tournaments. As a result, many streaming platforms have started to focus on catering to the esports audience, offering exclusive content and partnerships with professional gaming organizations. Another trend in the market is the emergence of game streaming influencers. These are individuals who have gained a large following by streaming their gameplay and providing commentary on various games. These influencers have become a powerful marketing tool for game developers, as their recommendations and opinions can significantly impact game sales. As a result, many streaming platforms have started to collaborate with influencers to promote new releases and generate buzz within the gaming community. This trend has further fueled the growth of the Games Live Streaming market in G7 countries.

Local special circumstances:
Each G7 country has its own unique gaming culture and preferences, which influence the Games Live Streaming market in different ways. For example, in Japan, there is a strong emphasis on mobile gaming, and many live streaming platforms cater specifically to this audience. In the United States, on the other hand, console gaming and esports have a larger following, leading to a different set of streaming preferences. These local special circumstances shape the content and features offered by streaming platforms in each country, ensuring that they cater to the specific needs and interests of their target audience.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in G7 countries can also be attributed to several underlying macroeconomic factors. Firstly, the increasing availability of high-speed internet has made it easier for individuals to stream and watch live gaming content. This has expanded the potential audience for live streaming platforms, driving their growth. Additionally, the rise of smartphones and mobile devices has made gaming more accessible, leading to an increase in the number of potential viewers. The combination of these factors has created a favorable environment for the development and expansion of the Games Live Streaming market in G7 countries.

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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