Games Live Streaming - Norway

  • Norway
  • Revenue in the Games Live Streaming market is projected to reach US$76.08m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.39%, resulting in a projected market volume of US$103.70m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 2.0m users by 2029.
  • User penetration will be 26.6% in 2024 and is expected to hit 35.3% 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$51.80 in 2024.

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

 
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Analyst Opinion

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

Customer preferences:
Norwegian gamers have shown a strong preference for live streaming platforms as a way to engage with their favorite games and connect with other players. The convenience of being able to watch and interact with live streams from the comfort of their own homes has made this form of entertainment increasingly popular. Additionally, the ability to watch professional gamers compete in esports tournaments has attracted a large and dedicated audience.

Trends in the market:
One of the key trends in the Games Live Streaming market in Norway is the growth of user-generated content. Many gamers have turned to platforms like Twitch and YouTube to stream their own gameplay, creating a community of viewers who enjoy watching and interacting with these amateur streamers. This trend has not only increased the amount of content available to viewers but has also created opportunities for streamers to monetize their channels through sponsorships and donations. Another trend in the market is the increasing integration of live streaming features into gaming platforms. Game developers are recognizing the value of live streaming as a way to engage with their player base and promote their games. As a result, many games now have built-in streaming capabilities, allowing players to easily broadcast their gameplay to platforms like Twitch or YouTube. This integration has further fueled the growth of the live streaming market in Norway.

Local special circumstances:
Norway's strong internet infrastructure and high smartphone penetration rate have contributed to the growth of the Games Live Streaming market. With fast and reliable internet connections, Norwegian gamers are able to stream and watch live content without interruption. Additionally, the widespread use of smartphones allows gamers to access live streaming platforms anytime and anywhere, further driving the market growth.

Underlying macroeconomic factors:
The overall growth of the gaming industry in Norway has played a significant role in the development of the Games Live Streaming market. As more people in Norway embrace gaming as a form of entertainment, the demand for live streaming platforms has naturally increased. Furthermore, the rise of esports as a professional sport has attracted a larger audience and generated more interest in live streaming. In conclusion, the Games Live Streaming market in Norway is experiencing growth due to customer preferences for convenience and engagement, as well as the increasing integration of live streaming features into gaming platforms. The local special circumstances, such as strong internet infrastructure and high smartphone penetration, have also contributed to the market's development. The underlying macroeconomic factors, including the overall growth of the gaming industry and the rise of esports, have further fueled the market's expansion.

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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