Streaming - EAEU

  • EAEU
  • Revenue in the Streaming market within the EAEU is projected to reach US$1.1m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 5.33%, resulting in a projected market volume of US$1.4m by 2029.
  • While the EAEU is not the largest market, it will still contribute to the overall growth, as most revenue is generated China with a projected market volume of US$40.5m in 2024.
  • In the Streaming market across the EAEU, the number of users is expected to amount to 15.1m users by 2029.
  • User penetration within the EAEU will be 8.5% in 2024 and is expected to reach 10.7% by 2029.
  • The average revenue per user (ARPU) in the EAEU is expected to amount to US$0.1.
  • In the EAEU, the streaming eSports market is witnessing a surge in popularity, driven by increased engagement among younger audiences and innovative content strategies.

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

 
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Analyst Opinion

The eSports streaming market in EAEU nan is seeing slow growth due to various factors such as limited access to high-speed internet, lack of awareness among consumers, and regulatory challenges. Despite this, the market is expected to gradually expand in the coming years.

Customer preferences:
With the rise of eSports and streaming in the EAEU, there has been a noticeable increase in demand for high-quality, immersive gaming experiences. This has led to a surge in demand for advanced gaming equipment such as high-performance computers, gaming chairs, and virtual reality headsets. The growing popularity of streaming and eSports has also sparked a trend towards personalized and customizable gaming setups, catering to the preferences and needs of individual players. Additionally, the rise of eSports has led to a shift in consumer preferences towards more social and community-based gaming experiences, as players seek to connect and engage with others in the virtual world.

Trends in the market:
In the EAEU region, the Streaming Market within the eSports Market is experiencing a surge in online viewership, with more tournaments and events being broadcasted through streaming platforms. Additionally, there is a growing trend of integrating virtual reality technology into streaming, providing a more immersive viewing experience for audiences. This trend is significant as it caters to the increasing demand for convenient and accessible ways to engage with eSports. Industry stakeholders, such as streaming platforms and eSports organizations, are poised to benefit from this trend as it opens up new revenue streams and expands their audience reach. However, it also poses challenges for traditional media outlets and live event organizers, who may need to adapt and innovate in order to remain competitive in the changing landscape of the eSports market.

Local special circumstances:
In the EAEU region, the Streaming Market within the eSports Market is seeing significant growth due to the rising popularity of eSports and the increasing availability of high-speed internet. In Russia, the market is driven by the country's large population of avid gamers and its strong gaming culture. In Kazakhstan, the market is fueled by the government's support for the development of the eSports industry and its growing youth population. In Armenia, the market is influenced by the country's high mobile and internet penetration rates, which make it a prime market for mobile gaming and streaming platforms. These unique local factors contribute to the growth and competitiveness of the Streaming Market within the eSports Market in the EAEU region.

Underlying macroeconomic factors:
The Streaming Market within the eSports Market in the EAEU is primarily influenced by macroeconomic factors such as technological advancements, regulatory support, and investment in digital infrastructure. Countries with favorable regulatory environments and strong investment in digital technologies are experiencing faster market growth compared to regions with regulatory challenges and limited funding. Furthermore, the increasing popularity and interest in eSports globally are driving the demand for streaming services, as well as the growing prevalence of internet access and the adoption of digital platforms for entertainment purposes. These factors are expected to continue driving the growth of the Streaming Market within the eSports Market in the EAEU in the coming years.

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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