Games Live Streaming - Southeast Asia

  • Southeast Asia
  • Revenue in the Games Live Streaming market is projected to reach US$0.61bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.61%, resulting in a projected market volume of US$0.84bn by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 147.0m users by 2029.
  • User penetration will be 15.5% in 2024 and is expected to hit 20.4% 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$5.64 in 2024.

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

 
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Analyst Opinion

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

Customer preferences:
Customers in Southeast Asia are increasingly turning to live streaming platforms to watch their favorite gamers play and engage with other gaming enthusiasts. The convenience of being able to watch live gaming content from the comfort of their own homes, as well as the ability to interact with streamers and other viewers in real-time, has greatly appealed to the gaming community in the region. Additionally, the younger demographic in Southeast Asia has shown a strong preference for mobile gaming, which has further fueled the demand for live streaming platforms that cater to this segment.

Trends in the market:
One of the key trends in the Games Live Streaming market in Southeast Asia is the growing popularity of local streamers and content creators. These individuals have amassed a large following by providing entertaining and engaging gaming content that resonates with the local audience. As a result, many live streaming platforms have started to focus on supporting and promoting local talent, providing them with the necessary tools and resources to create high-quality content and attract a larger audience. Another trend in the market is the increasing monetization of live streaming platforms. Streamers are now able to generate income through various means, such as brand sponsorships, donations from viewers, and advertising revenue. This has not only incentivized more individuals to pursue a career in live streaming but has also attracted the attention of businesses looking to tap into the large and engaged gaming audience in Southeast Asia.

Local special circumstances:
Southeast Asia is a diverse region with multiple countries, each with its own unique gaming culture and preferences. For example, countries like Indonesia and the Philippines have a strong mobile gaming culture, while countries like Thailand and Vietnam have a larger PC gaming community. As a result, live streaming platforms in Southeast Asia need to cater to these specific preferences and adapt their offerings accordingly. This includes providing localized content, language support, and tailored features to enhance the user experience for gamers in each country.

Underlying macroeconomic factors:
The rapid growth of the Games Live Streaming market in Southeast Asia can be attributed to several macroeconomic factors. Firstly, the region has experienced significant improvements in internet infrastructure and connectivity, making it easier for gamers to access live streaming platforms and engage with their favorite streamers. Additionally, the increasing affordability and availability of smartphones and other devices have made it more accessible for individuals to participate in online gaming and live streaming activities. Lastly, the rising disposable income and changing consumer behavior in Southeast Asia have contributed to the growth of the market, as more people are willing to spend money on gaming-related products and services.

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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