Games Live Streaming - Australia

  • Australia
  • The Games Live Streaming market in Australia is projected to experience significant growth in the coming years.
  • According to forecasts, the market is expected to generate a revenue of AU US$212.60m by 2024.
  • This indicates a promising future for the industry in the country.
  • Furthermore, the market is anticipated to exhibit a Compound Annual Growth Rate (CAGR) of 8.41% between 2024 and 2027, resulting in a projected market volume of AU US$270.90m by 2027.
  • This growth trajectory demonstrates the increasing popularity and demand for games live streaming in Australia.
  • In terms of user base, the number of users in the Games Live Streaming market is expected to reach 5.9m users by 2027.
  • This indicates a significant rise in the adoption of games live streaming platforms among Australians.
  • The user penetration rate, which measures the proportion of the population using games live streaming services, is projected to increase from 17.4% in 2024 to 21.4% by 2027.
  • This suggests a growing acceptance and engagement with games live streaming among the Australian population.
  • In comparison to other countries worldwide, in China is expected to generate the highest revenue in the Games Live Streaming market, with a projected revenue of AU US$2,581.00m in 2024.
  • This highlights in China's dominance in the global games live streaming industry.
  • The average revenue per user (ARPU) in the Games Live Streaming market in Australia is projected to be AU US$45.80 in 2024.
  • This metric indicates the average amount of revenue generated per user, showcasing the potential profitability of the market segment.
  • Overall, the Games Live Streaming market in Australia is poised for substantial growth, driven by increasing revenue, user adoption, and user engagement.
  • The popularity of games live streaming in Australia continues to rise, with an increasing number of viewers and creators engaging in the platform.

Key regions: Japan, France, Europe, Germany, Asia

Region comparison

Analyst Opinion

Live streaming platforms, such as Twitch, have experienced significant growth in recent years and are becoming increasingly popular. Twitch is primarily known as a gaming streaming platform, and this trend is expected to continue. However, Twitch is also expanding into other categories such as music, talk shows, and creative content to diversify its offerings. The platform is facing increased competition from new entrants like Facebook Gaming and YouTube Gaming, but Twitch has multiple monetization options for streamers which makes it well-positioned in the market. To enhance the user experience, live streaming platforms are also incorporating more interactive features such as chatbots, polls, and other tools to engage audiences.

The Games live streaming market is growing due to several factors, including the increasing popularity of mobile gaming, the growth of esports, advancements in technology, and the accessibility and affordability of streaming tools. The rise of the internet and its increasing use as a source of entertainment has also driven growth in the market, as more people seek out gaming content and live streams. Additionally, the rise of social media has made it easier for content creators to reach and engage with their audiences, further boosting the growth of the Games live streaming market.

In terms of forecast, the live streaming market is expected to continue to experience strong growth in the coming years.


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.


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.


  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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