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Streaming - Belgium

Belgium
  • In Belgium, revenue in the Streaming market is projected to reach US$643.9k in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.33%, leading to a projected market volume of US$795.9k by 2029.
  • While most revenue in the Streaming market is generated China, Belgium's market is also significant.
  • The number of users in the Streaming market in Belgium is expected to reach 2.8m users by 2029.
  • User penetration in Belgium will be 20.9% in 2024 and is projected to rise to 23.9% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Belgium is expected to amount to US$0.3.
  • In Belgium, the streaming segment of the eSports market is increasingly attracting local talent and fostering community engagement through innovative platforms and events.

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

    Belgium's eSports streaming market has seen minimal growth due to factors such as limited awareness among consumers and the dominance of traditional sports. The slow growth rate is also impacted by the lack of infrastructure and regulations in the market.

    Customer preferences:
    There has been a noticeable increase in the use of streaming services within the eSports market in Belgium, as more consumers are seeking convenient and accessible ways to watch their favorite events. This trend is particularly evident among younger demographics, who are more likely to rely on digital platforms for entertainment. Additionally, the rise of social media platforms and online communities has created a demand for more interactive and immersive streaming experiences, leading to the development of new technologies and features that cater to these preferences. The growing popularity of eSports streaming has also sparked the emergence of specialized streaming platforms and channels, showcasing the potential for further growth in this market.

    Trends in the market:
    In Belgium, the Streaming Market within the eSports Market is experiencing a surge in online viewership, with more people turning to streaming platforms to watch live gaming tournaments and events. This trend is expected to continue as the popularity of eSports grows and technology advancements make streaming more accessible. As a result, there is a growing demand for high-quality streaming services and innovative features, such as virtual reality and interactive chat. This presents opportunities for industry stakeholders, including streaming platforms, game developers, and advertisers, to tap into a lucrative market and engage with a highly engaged audience. Additionally, this trend has the potential to drive the growth of the eSports market in Belgium and attract more investments and sponsorships.

    Local special circumstances:
    In Belgium, the Streaming Market within the eSports Market is thriving due to the country's high internet penetration rate and strong gaming culture. The market is also supported by favorable regulatory policies, such as the recognition of eSports as an official sport. Additionally, the country's central location in Europe makes it a prime location for international eSports events. These factors have contributed to the growth of the market, attracting both local and international players, teams, and viewers.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in Belgium is heavily influenced by macroeconomic factors that impact the overall performance of the market. The country's strong national economic health, stable fiscal policies, and favorable regulatory environment have created a conducive environment for growth in the digital entertainment sector. Additionally, Belgium's investments in technological advancements and digital infrastructure have played a significant role in the increasing popularity of streaming platforms for eSports. The growing disposable income of the population and the rising demand for online entertainment are also contributing to the growth of the Streaming Market within the eSports Market in Belgium. Moreover, the global trend of increasing digitization and the growing popularity of eSports worldwide are expected to further drive the market's growth in the country.

    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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