Games Live Streaming - United States

  • United States
  • Revenue in the Games Live Streaming market is projected to reach US$2.40bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.32%, resulting in a projected market volume of US$3.11bn by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 94.0m users by 2029.
  • User penetration will be 21.5% in 2024 and is expected to hit 26.8% 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$32.69 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in United States has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the rise of professional gaming competitions.

Customer preferences:
Customers in the United States have shown a strong preference for live streaming platforms that provide high-quality video and audio, as well as interactive features that allow them to engage with other viewers and the streamer. They also value platforms that offer a wide variety of gaming content, including both popular titles and niche games. Additionally, customers are increasingly interested in platforms that provide a seamless viewing experience across different devices, such as smartphones, tablets, and gaming consoles.

Trends in the market:
One major trend in the Games Live Streaming market in United States is the growing number of professional gamers who have turned to live streaming as a way to connect with their fans and generate revenue. These professional streamers often have large followings and are able to monetize their streams through sponsorships, donations, and advertising. This trend has led to an increase in competition among streaming platforms to attract popular streamers and their audiences. Another trend in the market is the emergence of esports as a mainstream form of entertainment. Esports tournaments, where professional gamers compete against each other in popular games, have gained a significant following in the United States. The popularity of esports has led to an increased demand for live streaming platforms that can provide high-quality coverage of these tournaments. Streaming platforms have responded by partnering with esports organizations and investing in technology to deliver a seamless viewing experience for esports fans.

Local special circumstances:
The United States has a large and well-established gaming industry, with a significant number of game developers, publishers, and esports organizations based in the country. This has created a favorable environment for the growth of the Games Live Streaming market, as there is a constant supply of new and popular gaming content for streaming platforms to offer to their customers. The United States also has a large population of avid gamers, who are willing to spend money on gaming-related products and services, including live streaming subscriptions.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in United States is also influenced by macroeconomic factors such as the increasing availability of high-speed internet and the widespread adoption of smartphones and other connected devices. These factors have made it easier for customers to access and enjoy live streaming content, leading to an increase in the number of subscribers to streaming platforms. Additionally, the growing popularity of online gaming and esports has attracted investment from both domestic and international companies, further fueling the growth of the market. In conclusion, the Games Live Streaming market in United States is experiencing significant growth due to the increasing popularity of online gaming, the rise of professional gaming competitions, and the emergence of esports as a mainstream form of entertainment. Customers in the United States have shown a strong preference for high-quality video and audio, interactive features, and a wide variety of gaming content. The presence of a large and well-established gaming industry, coupled with favorable macroeconomic factors, has created a conducive environment for the growth 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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