Streaming - Benelux

  • Benelux
  • In Benelux, revenue in the Streaming market is projected to reach US$1.4m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 3.51%, leading to a projected market volume of US$1.6m by 2029.
  • While the overall Streaming market has a projected market volume of US$40.5m in 2024, it is noteworthy that most revenue is generated China.
  • In the Streaming market withBenelux, the number of users is anticipated to reach 6.5m users by 2029.
  • User penetration is expected to be 19.4% in 2024, with a forecasted increase to 21.9% by 2029.
  • Additionally, the average revenue per user (ARPU) in Benelux is expected to amount to US$0.2.
  • In the Benelux region, streaming platforms are increasingly prioritizing eSports content, reflecting a growing appetite for competitive gaming among local audiences.

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

 
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Analyst Opinion

The eSports streaming market in Benelux is seeing minimal growth due to various factors, such as slow adoption of digital technologies, limited health awareness among consumers, and the lack of convenience in online health services. Despite these challenges, the market is steadily expanding with a focus on improving accessibility and enhancing the overall user experience.

Customer preferences:
As the popularity of eSports continues to rise in the Benelux region, there has been a significant increase in the demand for live streaming of tournaments and matches. This trend can be attributed to the growing preference for convenience and accessibility among consumers, as well as the emergence of a tech-savvy younger demographic in the region. Additionally, the rise of mobile gaming and the availability of high-speed internet has further fueled the demand for streaming services in the eSports market.

Trends in the market:
In the Benelux region, the Streaming Market within the eSports Market is experiencing a surge in popularity, with more and more viewers tuning in to watch live streams and replays of competitive gaming events. This trend is driven by the growing interest in eSports as a legitimate form of entertainment, as well as the increasing accessibility of high-quality streaming platforms. As a result, industry stakeholders are investing in expanding their streaming capabilities and partnering with popular eSports teams and players to attract a larger audience. This trend also presents opportunities for advertisers and sponsors to reach a highly engaged and targeted demographic. However, it also poses challenges for traditional media channels, as the younger generation turns to live streaming as their primary source of entertainment. As this trend continues to grow, it has the potential to disrupt the traditional entertainment industry and reshape the way viewers consume content.

Local special circumstances:
In the Benelux region, the eSports Streaming Market is heavily influenced by the tech-savvy population and high internet penetration rates. Additionally, the region's strong gaming culture and supportive government policies have created a conducive environment for the growth of eSports. The Netherlands, in particular, has a well-developed infrastructure for online gaming and a large number of professional eSports teams, while Belgium has a strong presence of major gaming companies. These factors have contributed to the region's thriving eSports and streaming market, making it a hub for both local and international tournaments.

Underlying macroeconomic factors:
The Benelux region has a strong economy and favorable regulatory environment, making it an attractive market for the Streaming Market within the eSports Market. With increasing investments in digital technologies and infrastructure, the region is experiencing rapid growth in the eSports market. Additionally, the growing popularity of eSports among the younger generation and the increasing availability of high-speed internet are driving the demand for streaming services. However, fluctuations in global economic trends and potential changes in fiscal policies could impact consumer spending and ultimately influence the growth of the market. Moreover, the current COVID-19 pandemic has also contributed to the growth of the market as more people are spending time at home and seeking entertainment options online. Overall, the macroeconomic factors in Benelux are creating a conducive environment for the growth of the Streaming Market within the eSports Market.

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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