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Streaming - Chile

Chile
  • In Chile, revenue in the Streaming market is projected to reach US$589.9k in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 4.39%, resulting in a projected market volume of US$731.1k by 2029.
  • While most revenue is generated China, Chile's Streaming market will also experience significant growth.
  • In the Streaming market in Chile, the number of users is expected to amount to 3.9m users by 2029.
  • User penetration in Chile will be 16.1% in 2024 and is expected to hit 19.6% by 2029.
  • The average revenue per user (ARPU) in Chile is expected to amount to US$0.2.
  • In Chile, the streaming segment of the eSports market is experiencing a surge in popularity, reflecting a growing youth engagement with competitive gaming.

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
Esports: market data & analysis - Cover

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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 Chile has been seeing minimal growth, influenced by factors such as limited access to technology and low awareness among consumers. However, with the rise in popularity of online streaming services, the market is expected to experience gradual growth in the coming years.

    Customer preferences:
    As the popularity of eSports continues to rise in Chile, the streaming market within this industry has also seen significant growth. This can be attributed to the increasing availability and affordability of high-speed internet, as well as the growing interest in competitive gaming among young adults. Additionally, the rise of mobile gaming has also contributed to the growth of streaming platforms, as more and more players are opting to watch live eSports events on their smartphones. This trend is expected to continue as the country's gaming culture evolves and becomes more digitally focused.

    Trends in the market:
    In Chile, the eSports market has seen a significant increase in the popularity of live streaming platforms, such as Twitch and YouTube Gaming. With the rise of professional eSports teams and tournaments, there has been a growing demand for live streaming of matches and events. This trend has also been driven by the increasing availability of high-speed internet and the widespread use of smartphones. The trajectory of this trend shows no signs of slowing down, with more and more viewers opting for the convenience of streaming over traditional TV broadcasts. This shift has significant implications for industry stakeholders, such as advertisers and sponsors, who can reach a larger and more engaged audience through streaming. Additionally, it provides opportunities for new players to enter the market, offering innovative streaming solutions and services. Overall, the rise of live streaming in the Chilean eSports market is reshaping the industry and creating new opportunities for growth and innovation.

    Local special circumstances:
    In Chile, the Streaming Market within the eSports Market is heavily influenced by the country's strong gaming culture and widespread internet connectivity. Additionally, the government's efforts to position Chile as a regional hub for technology and innovation have created a favorable environment for the growth of the eSports industry. Furthermore, the country's geographic location in Latin America allows for easy access to neighboring markets, providing opportunities for expansion and international partnerships. These factors have contributed to the rapid development and adoption of streaming platforms for eSports events in Chile.

    Underlying macroeconomic factors:
    The growth of the Streaming Market within the eSports Market in Chile is also influenced by macroeconomic factors such as technological advancements, government support, and overall economic stability. With the increasing accessibility of high-speed internet and the widespread use of digital devices, the demand for streaming services in the eSports market is on the rise. Furthermore, favorable government policies and investments in the digital entertainment sector are promoting the growth of the streaming market. Additionally, the stable economic conditions in Chile are creating a favorable environment for the growth of the eSports market, as consumers have more disposable income to spend on leisure activities.

    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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