Games Live Streaming - Ireland

  • Ireland
  • Revenue in the Games Live Streaming market is projected to reach US$52.37m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.97%, resulting in a projected market volume of US$69.97m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 1.8m users by 2029.
  • User penetration will be 26.6% in 2024 and is expected to hit 34.8% 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$38.73 in 2024.

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

 
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Analyst Opinion

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

Customer preferences:
Irish consumers have shown a strong preference for live streaming platforms that offer a wide variety of games and interactive features. They enjoy the ability to watch their favorite gamers in real-time, engage with other viewers through chat functions, and participate in virtual communities. Additionally, Irish gamers are increasingly interested in esports tournaments and competitive gaming, which has further fueled the demand for live streaming services.

Trends in the market:
One of the key trends in the Games Live Streaming market in Ireland is the emergence of local gaming influencers and content creators. These individuals have gained a significant following on platforms such as Twitch and YouTube, attracting both Irish and international viewers. Their engaging and entertaining content has contributed to the growth of the live streaming market in Ireland, as more people tune in to watch their favorite gamers and personalities. Another trend in the market is the increasing integration of live streaming features within gaming platforms. Many popular online games now have built-in streaming capabilities, allowing players to broadcast their gameplay directly to platforms like Twitch or YouTube. This has made it easier for Irish gamers to share their experiences with others and has further expanded the reach of live streaming in the country.

Local special circumstances:
One of the unique factors in the Irish market is the strong sense of community among gamers. Irish gamers often form tight-knit groups and communities, both online and offline, where they share their passion for gaming. This sense of community has contributed to the popularity of live streaming, as it provides a platform for gamers to connect, interact, and support each other.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Ireland can be attributed to several underlying macroeconomic factors. Firstly, the increasing availability of high-speed internet connections has made it easier for Irish consumers to access and stream live gaming content. This has created a larger audience base for live streaming platforms and has contributed to the overall growth of the market. Secondly, the rise of esports and competitive gaming has attracted significant investment and sponsorship in Ireland. This has led to the development of dedicated esports arenas and the organization of large-scale tournaments, further driving the demand for live streaming services. The growing recognition of esports as a legitimate sport has also increased the visibility and popularity of live streaming in Ireland. In conclusion, the Games Live Streaming market in Ireland has experienced substantial growth due to the preferences of Irish consumers for interactive and engaging content, the emergence of local gaming influencers, the integration of live streaming features within gaming platforms, the strong sense of community among gamers, and underlying macroeconomic factors such as the availability of high-speed internet and the rise of esports.

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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