Games Live Streaming - Sweden

  • Sweden
  • Revenue in the Games Live Streaming market is projected to reach US$94.55m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.25%, resulting in a projected market volume of US$128.00m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 4.2m users by 2029.
  • User penetration will be 28.5% in 2024 and is expected to hit 37.9% 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$31.06 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Sweden has been witnessing significant growth in recent years.

Customer preferences:
Swedish consumers have shown a strong inclination towards online gaming and live streaming. The popularity of gaming in Sweden can be attributed to several factors. Firstly, Sweden has a strong gaming culture, with a large number of avid gamers in the country. Secondly, the high internet penetration rate and advanced digital infrastructure in Sweden make it easy for gamers to access online platforms for live streaming. Finally, the convenience and flexibility offered by live streaming platforms allow gamers to engage with their favorite games and content creators at their own convenience.

Trends in the market:
One of the key trends in the Games Live Streaming market in Sweden is the growing popularity of esports. Esports tournaments and events are attracting a large number of viewers, both online and offline. This trend is driven by the increasing recognition of esports as a legitimate form of entertainment and the rise of professional esports teams and players. The demand for live streaming platforms to broadcast esports events is therefore on the rise. Another trend in the market is the emergence of Swedish content creators who specialize in gaming and live streaming. These content creators have gained a significant following and have become influential figures in the gaming community. Their live streams and videos attract a large number of viewers, further driving the demand for live streaming platforms.

Local special circumstances:
Sweden has a strong gaming industry, with several successful game development studios and a supportive ecosystem. This has contributed to the growth of the Games Live Streaming market in the country. Swedish game developers often collaborate with content creators and live streamers to promote their games, creating a symbiotic relationship between the gaming and live streaming industries.

Underlying macroeconomic factors:
The strong growth of the Games Live Streaming market in Sweden can also be attributed to the overall growth of the digital entertainment industry in the country. As more consumers shift towards digital platforms for entertainment, the demand for live streaming services is expected to continue growing. Additionally, the high disposable income and tech-savvy population in Sweden make it a lucrative market for live streaming platforms. In conclusion, the Games Live Streaming market in Sweden is experiencing significant growth due to the strong customer preferences for online gaming and live streaming, the emergence of esports as a popular form of entertainment, the presence of influential Swedish content creators, and the overall growth of the digital entertainment industry. These factors, combined with the local special circumstances and underlying macroeconomic factors, are driving the growth of the market in Sweden.

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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