Definition:
Games live streaming refers to the practice of broadcasting video gameplay and commentary in real-time to an online audience. The market for games live streaming encompasses a wide range of platforms, services, and products, including streaming platforms.Additional Notes:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through advertising and consumer spending on subscriptions and gifts. Market numbers for Esports live streaming are also featured in the Esports market. Key players in the market are live streaming platforms, such as Twitch, Youtube Gaming or Facebook Gaming. For more information on the data displayed, use the info button right next to the boxes.NOTES: Data was converted from local currencies using average exchange rates of the respective year.
MOST_RECENT_UPDATE: Jan 2025
SOURCE: Statista Market Insights
NOTES: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
MOST_RECENT_UPDATE: Aug 2024
MOST_RECENT_UPDATE: Jan 2025
SOURCE: Statista Market Insights
The Games Live Streaming Market in India is witnessing moderate growth, influenced by factors such as increasing smartphone penetration, a surge in esports popularity, and growing investments in streaming platforms, which enhance user engagement and accessibility.
Customer preferences: Consumers are increasingly gravitating towards interactive gaming experiences, driving the demand for live streaming platforms that offer real-time engagement and community interaction. The rise of mobile gaming among younger demographics is reshaping viewing habits, as gamers seek to connect with their favorite streamers and participate in live events. Additionally, cultural influences, such as the growing acceptance of esports as a legitimate career, are elevating consumer interest in professional gaming content and fostering a vibrant streaming culture.
Trends in the market: In India, the Games Live Streaming Market is experiencing significant growth, driven by the increasing popularity of esports and mobile gaming among younger audiences. Gamers are increasingly seeking interactive platforms that facilitate real-time engagement with streamers and fellow players, enhancing the overall viewing experience. This shift is also fostering a sense of community around gaming, as more users participate in live events and tournaments. Industry stakeholders, including game developers and streaming platforms, must adapt to these trends, leveraging innovative features to capture the attention of this evolving audience and capitalize on the burgeoning interest in professional gaming content.
Local special circumstances: In India, the Games Live Streaming Market is thriving, fueled by the widespread adoption of smartphones and affordable internet access, which have democratized gaming. Local cultural factors, such as a deep-rooted affinity for competitive sports and a youthful demographic, further enhance engagement with esports. Additionally, regulatory frameworks supporting digital entertainment create a conducive environment for streamers. This unique blend of technological advancement, cultural enthusiasm, and supportive regulations distinguishes India’s market from others, driving innovation and community-building in gaming.
Underlying macroeconomic factors: The expansion of the Games Live Streaming Market in India is significantly influenced by macroeconomic factors such as rising disposable incomes, a growing middle class, and increased consumer spending on entertainment. The proliferation of affordable smartphones and high-speed internet has further democratized access to gaming content. National policies promoting digital innovation and investment in technology infrastructure enhance market growth, while global trends in esports and online gaming drive local engagement. Additionally, the increasing popularity of competitive gaming aligns with youth culture, positioning India as a burgeoning hub in the global gaming ecosystem.
MOST_RECENT_UPDATE: Jan 2025
SOURCE: Statista Market Insights
MOST_RECENT_UPDATE: Jan 2025
SOURCE: Statista Market Insights
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.NOTES: Based on data from IMF, World Bank, UN and Eurostat
MOST_RECENT_UPDATE: Jan 2025
SOURCE: Statista Market Insights
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