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Streaming - Baltics

Baltics
  • In the Baltics, revenue in the Streaming market is projected to reach US$92.2k in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 6.54%, resulting in a projected market volume of US$126.5k by 2029.
  • While the Baltics will see this growth, it is important to note that most revenue is generated China, with a projected market volume of US$40.5m in 2024.
  • In the Streaming market within the Baltics, the number of users is expected to amount to 739.7k users by 2029.
  • User penetration in the Baltics will be 21.3% in 2024 and is expected to hit 28.7% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to US$0.2.
  • In the Baltics, the streaming eSports market is witnessing a surge in engagement, driven by a youthful demographic and a growing online gaming culture.

Definition:

Esports Streaming refers to the live broadcasting and on-demand viewing of competitive gaming content across digital platforms, allowing fans to watch their favorite games, tournaments, and players in real-time or at their convenience. This market is driven by platforms like Twitch, YouTube Gaming, and others, where millions of viewers engage with live streams, highlights, and commentary. Esports streaming not only provides entertainment but also offers a platform for advertisers, sponsors, and content creators to reach a global audience. It is a critical component of the esports ecosystem, enhancing fan interaction, expanding the reach of esports events, and generating significant revenue through ad placements, subscriptions, and viewer donations.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending and ad spending. Sales channel data shows online revenues. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Live broadcast content
  • Professional gamers
  • Gaming related content

Out-Of-Scope

  • Video-on-Demand
  • Casual Gamers
  • Non-gaming related content
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Esports: market data & analysis

Study Details

    Revenue

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

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports market in the Baltics is experiencing subdued growth, impacted by factors such as limited access to high-speed internet and a lack of infrastructure for streaming services. Despite this, the market is seeing steady growth due to the increasing popularity of competitive gaming and the convenience of streaming platforms.

    Customer preferences:
    The Baltics and Streaming Market within the eSports Market have seen a significant increase in demand for interactive and engaging gaming experiences. This trend is driven by the growing popularity of live streaming platforms and the rise of online gaming communities. Additionally, the increasing prevalence of high-speed internet and advancements in technology have made it easier for consumers to access and participate in competitive gaming events. As a result, there has been a shift towards digital entertainment and socialization, with individuals seeking out immersive and interactive experiences in the comfort of their own homes.

    Trends in the market:
    In the Baltics, the eSports market is witnessing a surge in live streaming platforms, with major players like Twitch and YouTube gaining popularity among gamers and viewers. There is also a growing trend of eSports tournaments being broadcasted on traditional television channels, indicating the increasing mainstream acceptance of eSports. This trajectory is significant as it opens up new revenue streams for industry stakeholders, such as advertising and sponsorship deals. Furthermore, it also expands the reach of eSports to a wider audience, potentially attracting more investment and growth opportunities for the market. However, it also poses challenges for smaller streaming platforms trying to compete with established players and may lead to consolidation in the market.

    Local special circumstances:
    In the Baltics, the eSports market is flourishing due to the region's strong tech infrastructure and high internet penetration. This has also led to a significant rise in the Streaming Market, with a growing number of local platforms catering to the unique preferences of the Baltic audience. Additionally, the cultural affinity for gaming and the government's support for the eSports industry have contributed to the market's growth. However, the market's potential is hindered by regulatory limitations, such as restrictions on gambling and advertising, which may impact the revenue streams for eSports and streaming platforms.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in the Baltics is heavily influenced by macroeconomic factors such as technological advancements, digital infrastructure, and government policies. The region's strong investment in digital technologies and favorable regulatory environment have contributed to the growth of the streaming market. Additionally, the increasing popularity of eSports and the rise of digital media consumption among the younger population have also fuelled the demand for streaming services. Moreover, the steady economic growth and increasing disposable income in the Baltics have enabled consumers to spend more on entertainment, further boosting the streaming market.

    Reach

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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