Games Live Streaming - Philippines

  • Philippines
  • Revenue in the Games Live Streaming market is projected to reach US$116.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.38%, resulting in a projected market volume of US$165.60m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 35.1m users by 2029.
  • User penetration will be 20.8% in 2024 and is expected to hit 27.5% 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$4.68 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Philippines has been experiencing significant growth in recent years.

Customer preferences:
One of the main reasons for the growth of the Games Live Streaming market in Philippines is the increasing customer preference for online gaming and live streaming. With the rise of internet penetration and the availability of affordable smartphones, more and more Filipinos are getting involved in online gaming. The convenience of being able to play games on the go and the social aspect of live streaming have made it a popular form of entertainment among the younger population.

Trends in the market:
The Games Live Streaming market in Philippines has witnessed a number of trends in recent years. One of the key trends is the increasing popularity of mobile gaming. With the availability of high-speed internet and powerful smartphones, mobile gaming has become a major trend in the country. This has led to a corresponding increase in the demand for Games Live Streaming services, as gamers want to share their gameplay experiences with others. Another trend in the market is the rise of professional gaming or eSports. eSports tournaments are gaining popularity in Philippines, with professional gamers competing for large cash prizes. This has created a demand for Games Live Streaming platforms that can provide high-quality streams of these tournaments, allowing fans to watch their favorite players in action.

Local special circumstances:
The Games Live Streaming market in Philippines is also influenced by local special circumstances. One of the key factors is the strong presence of social media platforms in the country. Filipinos are avid users of social media, and many Games Live Streaming platforms have integrated social media features into their services. This allows gamers to easily share their gameplay experiences with their friends and followers, further driving the growth of the market.

Underlying macroeconomic factors:
Several macroeconomic factors are contributing to the growth of the Games Live Streaming market in Philippines. The country has a young and tech-savvy population, with a large percentage of the population being active internet users. This provides a large potential customer base for Games Live Streaming platforms. Additionally, the increasing disposable income of Filipinos has made it easier for them to afford smartphones and high-speed internet connections, further fueling the growth of the market. In conclusion, the Games Live Streaming market in Philippines is experiencing significant growth due to the increasing customer preference for online gaming and live streaming. The rise of mobile gaming, the popularity of eSports, the strong presence of social media platforms, and the underlying macroeconomic factors all contribute to the growth of the market. As the market continues to evolve, it is expected to provide more opportunities for both gamers and Games Live Streaming platforms in Philippines.

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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