Streaming - Australia & Oceania

  • Australia & Oceania
  • In Australia & Oceania, revenue in the Streaming market is projected to reach US$0.8m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.00%, leading to a projected market volume of US$1.0m by 2029.
  • Despite this, most revenue in the Streaming market is generated China, with a projected market volume of US$40.5m in 2024.
  • In Australia & Oceania, the number of users in the Streaming market is anticipated to reach 4.0m users by 2029.
  • User penetration in this market will be 10.3% in 2024 and is expected to rise to 11.8% by 2029.
  • Additionally, the average revenue per user (ARPU) in Australia & Oceania is expected to amount to US$0.2.
  • In Australia, the eSports streaming market is increasingly capturing audiences, reflecting a growing cultural acceptance and enthusiasm for competitive gaming.

Key regions: Germany, United States, China, India, South Korea

 
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Analyst Opinion

The streaming market within the eSports market in Australia & Oceania is facing subdued growth due to factors such as limited internet infrastructure and low awareness among consumers. Despite this, the market is expected to grow steadily as digital technologies continue to be adopted and online services become more convenient.

Customer preferences:
With the rise of esports tournaments and events in Australia and Oceania, there has been a significant increase in the demand for streaming services within the market. This trend can be attributed to the growing popularity of online gaming and the accessibility of these events through live streaming platforms. Additionally, the younger demographic in this region has a strong preference for digital entertainment, making streaming a preferred method of consuming esports content. As a result, there has been a notable shift towards online streaming for esports events, with viewership numbers steadily increasing year on year. This trend is expected to continue as the market for esports in Australia and Oceania continues to grow.

Trends in the market:
In Australia & Oceania, the eSports market is experiencing a surge in the popularity of streaming services. This trend is driven by the increasing availability of high-speed internet, as well as the growing number of professional eSports teams and tournaments. As a result, streaming platforms are now offering exclusive content and partnerships with top players and teams. This trend is significant for industry stakeholders as it presents new opportunities for revenue generation through advertising and sponsorships. Additionally, the rise of streaming in the eSports market has also led to the development of new technologies and features, such as live streaming and interactive viewer engagement, which are revolutionizing the way eSports events are consumed. It is expected that this trend will continue to grow in the coming years, making streaming a crucial aspect of the eSports market in Australia & Oceania.

Local special circumstances:
In Australia and Oceania, the Streaming Market within the eSports Market is heavily influenced by the region's strong gaming culture and high internet penetration rates. Additionally, the market is shaped by strict regulations on gambling and online content, which have led to the rise of alternative revenue streams such as sponsorships and merchandise sales. The unique blend of cultural and regulatory factors has resulted in a thriving streaming market, with local platforms such as Ginx eSports TV and LetsPlay.Live catering to the region's growing demand for eSports content.

Underlying macroeconomic factors:
The streaming market within the eSports market in Australia & Oceania is predominantly influenced by macroeconomic factors such as technological advancements, government support, and investment in digital infrastructure. Countries with advanced technological capabilities and supportive regulatory environments are experiencing faster market growth compared to regions with limited digital infrastructure and regulatory challenges. Additionally, the rising popularity of eSports and the increasing demand for online gaming platforms from the younger population are driving the growth of the streaming market. The economic stability and favorable fiscal policies in the region also play a significant role in the market's performance.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

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