Games Live Streaming - Europe

  • Europe
  • Revenue in the Games Live Streaming market in Europe is projected to reach US$4.15bn in 2025.
  • Revenue is expected to display an annual growth rate (CAGR 2025-2029) of 4.77%, leading to a projected market volume of US$5.00bn by 2029.
  • In Europe, the number of users in the Games Live Streaming market is anticipated to reach 256.5m users by 2029.
  • User penetration in Europe will be 24.8% in 2025 and is expected to increase to 30.4% by 2029.
  • In a global context, the majority of revenue will be generated China (US$2,918.00m in 2025).
  • The average revenue per user (ARPU) in the Games Live Streaming market in Europe is projected to amount to US$19.82 in 2025.
  • In Europe, the Games Live Streaming market is witnessing a surge in engagement, driven by the growing popularity of esports and interactive content.

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

Market
Region
Region comparison
Currency

Revenue

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Notes: Data was converted from local currencies using average exchange rates of the respective year.

Most recent update: Jan 2025

Source: Statista Market Insights

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Most recent update: Jan 2025

Source: Statista Market Insights

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Analyst Opinion

The Games Live Streaming Market in Europe has been witnessing substantial growth, fueled by factors such as increasing engagement from gamers, advancements in streaming technology, and the rising popularity of esports among diverse audiences.

Customer preferences:
Consumers in the Games Live Streaming Market in Europe are gravitating towards interactive and community-driven experiences, with platforms enabling real-time engagement between streamers and viewers. This shift is influenced by younger demographics who prioritize social connectivity and entertainment. Additionally, the rise of mobile gaming has expanded access to live streaming, appealing to diverse audiences. Cultural nuances also play a role, as localized content and language options enhance viewer engagement, reflecting the growing demand for personalized and immersive gaming experiences.

Trends in the market:
In Europe, the Games Live Streaming Market is experiencing a surge in interactive features, with platforms increasingly offering tools for real-time viewer participation, such as chat options and live polls. Concurrently, there is a notable rise in mobile streaming, driven by the popularity of mobile gaming, which allows for broader audience reach. This trend is significant as it caters to younger consumers who seek community engagement and personalized content. For industry stakeholders, these developments present opportunities to innovate with tailored experiences, potentially increasing viewer loyalty and monetization avenues.

Local special circumstances:
In the United Kingdom, the Games Live Streaming Market thrives on a strong gaming culture and the influence of esports, with platforms increasingly integrating local tournaments to engage viewers. Germany stands out with its regulatory framework that supports content creators while ensuring consumer protection, fostering a safe environment for streaming. In France, a robust appreciation for creative content drives demand for unique interactive experiences, while Italy's growing interest in mobile gaming enhances the appeal of live streaming, particularly among younger audiences seeking community-driven content.

Underlying macroeconomic factors:
The Games Live Streaming Market in Europe is significantly influenced by macroeconomic factors such as technological advancements, consumer spending patterns, and regional economic stability. The rising disposable income among European consumers enhances their willingness to invest in gaming-related content and subscriptions, boosting the market. Additionally, the supportive regulatory frameworks in countries like Germany foster innovation and protect creators, encouraging increased participation in live streaming. The growing integration of advanced technologies, such as augmented reality and improved internet infrastructure, further enhances viewer engagement, driving demand for interactive streaming experiences across the continent.

Users

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Most recent update: Jan 2025

Source: Statista Market Insights

Global Comparison

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Most recent update: Jan 2025

Source: Statista Market Insights

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.

Key Market Indicators

The following Key Market Indicators give an overview of the social and economic outlook of the selected region and provide additional insights into relevant market-specific developments. These indicators, together with data from statistical offices, trade associations and companies serve as the foundation for the Statista market models.

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