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Streaming - CIS

CIS
  • In the CIS region, revenue in the Streaming market is projected to reach US$1.1m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 5.33%, resulting in a projected market volume of US$1.4m by 2029.
  • While the CIS market is part of the larger global landscape, it is noteworthy that most revenue is generated China, which has a projected market volume of US$40.5m in 2024.
  • Within the Streaming market in the CIS, the number of users is expected to amount to 15.1m users by 2029.
  • User penetration in the CIS is projected to be 8.5% in 2024 and is expected to increase to 10.7% by 2029.
  • Additionally, the average revenue per user (ARPU) in the CIS is expected to amount to US$0.1.
  • In the CIS region, the streaming of eSports has surged in popularity, reflecting a growing youth engagement with competitive 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
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 streaming market in CIS nan is facing subdued growth due to factors such as limited digital infrastructure and low consumer awareness. Despite this, the market is expected to grow steadily, driven by increasing interest in eSports and the convenience of online streaming services.

    Customer preferences:
    With the growing popularity of eSports in the CIS region, the Streaming Market within the eSports Market has seen a significant rise in demand. This can be attributed to the increasing trend of online gaming and live streaming platforms, where viewers can interact with their favorite players and fellow fans. Additionally, with advancements in technology and the rise of mobile gaming, there has been a shift towards mobile streaming, providing convenience and accessibility to a wider audience. This trend is further fueled by the growing usage of social media and the need for constant engagement and connection among the gaming community.

    Trends in the market:
    In the CIS region, the eSports market is experiencing a surge in streaming platforms as more players and viewers turn to online platforms for competitive gaming. This trend is significant as it allows for global reach and monetization opportunities, while also providing a more immersive experience for fans. As a result, industry stakeholders are investing in improving streaming infrastructure and developing new technologies to enhance the viewing experience. This trend is likely to continue, leading to further growth and diversification of the streaming market in the eSports industry.

    Local special circumstances:
    In the CIS region, the Streaming Market within the eSports Market is heavily influenced by the popularity of video game culture and the strong presence of local gaming communities. This has resulted in a high demand for streaming platforms and services that cater specifically to the needs and preferences of CIS gamers. Additionally, the region's unique regulatory environment, which is still evolving, has created opportunities for new and innovative streaming platforms to enter the market. Furthermore, the cultural importance of eSports in CIS countries has led to the development of dedicated streaming channels and platforms, as well as partnerships with local eSports organizations and events. This has created a thriving ecosystem for the Streaming Market within the eSports Market in the CIS region, with a significant potential for growth in the coming years.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in the CIS region is heavily influenced by macroeconomic factors such as technological advancements, government policies, and overall economic health. Countries with strong investment in digital infrastructure and supportive regulatory environments are experiencing faster growth in the market compared to regions with limited government support and regulatory challenges. Furthermore, the increasing popularity of eSports and the rise of digital media consumption among the younger population are driving the demand for streaming services, making it a lucrative market for investors and businesses.

    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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