Games Live Streaming - Eastern Asia

  • Eastern Asia
  • The Games Live Streaming market in Eastern Asia is projected to experience significant growth in the coming years.
  • According to forecasts, the market's revenue is expected to reach US$4.40bn by 2024.
  • This growth is anticipated to continue with an annual growth rate (CAGR 2024-2027) of 9.20%, resulting in a projected market volume of US$5.73bn by 2027.
  • Furthermore, the number of users in the Games Live Streaming market is expected to reach 0.6bn users by 2027.
  • This indicates a substantial increase in user engagement within the market.
  • Although user penetration is currently at 29.5% in 2024, it is projected to reach 29.5% by 2027, showcasing the potential for market expansion and adoption of live streaming platforms.
  • In terms of revenue generation, in China is poised to lead the global market, with an estimated revenue of US$2,581.00m in 2024.
  • This highlights in China's dominant position in the Games Live Streaming market.
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$8.95 in 2024.
  • This metric demonstrates the value generated by each user within the market.
  • Overall, the Games Live Streaming market in Eastern Asia presents a promising landscape for growth and innovation in the coming years.
  • In Eastern Asia, Japan dominates the Games Live Streaming market with its innovative platforms and dedicated fanbase.

Key regions: United States, Europe, France, South Korea, China

 
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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.

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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