Games Live Streaming - Germany

  • Germany
  • Revenue in the Games Live Streaming market is projected to reach US$0.51bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.61%, resulting in a projected market volume of US$0.67bn by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 29.5m users by 2029.
  • User penetration will be 27.2% in 2024 and is expected to hit 35.6% 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$22.60 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Germany has experienced significant growth in recent years, driven by the increasing popularity of online gaming and the rise of esports.

Customer preferences:
German consumers have shown a strong preference for online gaming and esports, which has fueled the demand for Games Live Streaming services. The convenience of being able to watch live gaming events from the comfort of their own homes has attracted a large number of viewers. Additionally, the interactive nature of live streaming platforms allows viewers to engage with their favorite gamers and fellow fans, creating a sense of community and enhancing the overall experience.

Trends in the market:
One of the key trends in the Games Live Streaming market in Germany is the growing number of professional esports teams and tournaments. As esports gains more recognition as a legitimate sport, the demand for live streaming services to broadcast these events has increased. This has led to partnerships between streaming platforms and esports organizations, further driving the growth of the market. Another trend in the market is the emergence of influencer marketing within the gaming industry. Influencers, who are popular gamers with a large following on social media, have become key players in promoting live streaming platforms and attracting viewers. Their endorsements and collaborations with streaming platforms have helped to expand the reach of Games Live Streaming services and attract new users.

Local special circumstances:
Germany has a strong gaming culture and a large population of avid gamers. The country is known for its high-quality game development studios and has produced many successful titles. This has created a favorable environment for the growth of the Games Live Streaming market, as there is a ready audience of gamers and gaming enthusiasts. Furthermore, Germany has a well-developed internet infrastructure, with fast and reliable internet connections available to a large portion of the population. This has facilitated the widespread adoption of live streaming platforms and allowed for seamless viewing experiences.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Germany is also influenced by macroeconomic factors. The country has a strong economy and high disposable income levels, which enable consumers to spend on entertainment and leisure activities such as gaming. Additionally, the increasing penetration of smartphones and other mobile devices has made it easier for people to access live streaming platforms on the go, further driving the demand for these services. In conclusion, the Games Live Streaming market in Germany is experiencing significant growth due to the increasing popularity of online gaming and esports. Customer preferences for convenience and interactive experiences, along with the emergence of influencer marketing, have fueled the demand for live streaming services. Germany's strong gaming culture, well-developed internet infrastructure, and favorable macroeconomic factors have created a conducive environment for the growth of the 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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