Games Live Streaming - Poland

  • Poland
  • Revenue in the Games Live Streaming market is projected to reach US$84.33m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.99%, resulting in a projected market volume of US$112.80m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 12.6m users by 2029.
  • User penetration will be 23.8% in 2024 and is expected to hit 32.5% 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$8.80 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Poland has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development.

Customer preferences have played a crucial role in the growth of the Games Live Streaming market in Poland. With the increasing popularity of video games, more and more people are looking for ways to engage with their favorite games and connect with other gamers. Live streaming platforms provide an interactive and immersive experience for gamers, allowing them to watch and participate in real-time gameplay.

This appeals to a wide range of customers, including both hardcore gamers and casual viewers. Trends in the market have also contributed to the growth of Games Live Streaming in Poland. One of the key trends is the rise of esports, which has gained significant traction in recent years.

Esports tournaments attract large audiences, both online and offline, and live streaming platforms have become an integral part of the esports ecosystem. This trend has fueled the demand for Games Live Streaming services in Poland, as viewers want to watch their favorite esports events live. Another trend in the market is the increasing popularity of game streaming influencers.

These are individuals who have gained a large following on platforms like Twitch and YouTube by live streaming their gameplay and providing commentary. Game streaming influencers have become a key source of entertainment and information for gamers, and their popularity has contributed to the growth of the Games Live Streaming market in Poland. Local special circumstances have also played a role in the development of the Games Live Streaming market in Poland.

The country has a vibrant gaming community, with a large number of gamers and esports enthusiasts. This has created a strong demand for live streaming platforms and services. Additionally, Poland has a well-developed internet infrastructure, which makes it easier for gamers to access and engage with live streaming content.

Underlying macroeconomic factors have also contributed to the growth of the Games Live Streaming market in Poland. The country has seen steady economic growth in recent years, which has led to an increase in disposable income. This has allowed more people to invest in gaming equipment and accessories, as well as access live streaming platforms.

Additionally, advancements in technology have made live streaming more accessible and affordable, further driving the growth of the market. In conclusion, the Games Live Streaming market in Poland has experienced significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The increasing popularity of video games, the rise of esports, the influence of game streaming influencers, the vibrant gaming community in Poland, and the country's economic growth and technological advancements have all contributed to this development.

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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