Games Live Streaming - Slovenia

  • Slovenia
  • Revenue in the Games Live Streaming market is projected to reach US$6.90m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.81%, resulting in a projected market volume of US$9.15m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 323.2k users by 2029.
  • User penetration will be 11.4% in 2024 and is expected to hit 15.3% 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$28.47 in 2024.

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

 
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Analyst Opinion

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

Customer preferences:
Slovenian consumers have shown a strong preference for watching live streams of their favorite games, as it allows them to engage with the gaming community and learn new strategies. The convenience of being able to watch games from the comfort of their own homes has also contributed to the popularity of live streaming.

Trends in the market:
One of the key trends in the Games Live Streaming market in Slovenia is the emergence of local streaming platforms that cater specifically to Slovenian gamers. These platforms provide a more personalized experience for users, with localized content and language options. This trend reflects the growing demand for content that is tailored to the needs and preferences of Slovenian gamers. Another trend in the market is the increasing integration of live streaming platforms with social media. Many gamers in Slovenia are active on social media platforms such as Facebook and Instagram, and live streaming allows them to share their gameplay experiences with their followers. This integration has led to a more interactive and engaging gaming community in Slovenia.

Local special circumstances:
Slovenia has a vibrant gaming community, with a number of professional esports teams and tournaments taking place in the country. This has created a strong sense of community among Slovenian gamers, who often gather to watch and support their favorite teams. The Games Live Streaming market in Slovenia has capitalized on this sense of community by providing a platform for gamers to connect and share their experiences.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Slovenia can also be attributed to the country's strong internet infrastructure and high smartphone penetration rate. Slovenian consumers have access to high-speed internet connections, which allows for seamless live streaming of games. Additionally, the widespread use of smartphones has made it easier for consumers to access live streaming platforms on the go. In conclusion, the Games Live Streaming market in Slovenia has experienced significant growth due to customer preferences for personalized and interactive gaming experiences. The emergence of local streaming platforms and the integration of live streaming with social media have further fueled this growth. The strong gaming community in Slovenia and the country's robust internet infrastructure and smartphone penetration rate have also played a key role in the development of the market.

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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