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Streaming - EU-27

EU-27
  • In the Streaming market within the EU-20.8%, revenue is projected to reach US$13.9m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 5.09%, leading to a projected market volume of US$17.8m by 2029.
  • While the EU-20.8%'s market is growing, it is noteworthy that most revenue in the global Streaming market is generated China, with a projected market volume of US$40.5m in 2024.
  • In the EU-20.8% Streaming market, the number of users is expected to amount to 87.6m users by 2029.
  • User penetration in the EU-20.8% will be 16.6% in 2024 and is projected to increase to 20.8% by 2029.
  • The average revenue per user (ARPU) in the EU-20.8% is expected to amount to US$0.2.
  • In the EU-27, the streaming segment of the eSports market is increasingly dominated by localized content, reflecting diverse cultural preferences across member states.

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 EU-27 eSports streaming market has seen moderate growth due to factors like limited access to high-speed internet and lower adoption rates compared to traditional sports. However, with increasing interest and investment in the industry, the market is expected to experience a gradual rise in the coming years.

    Customer preferences:
    The popularity of eSports in EU-27 has led to an increase in streaming platforms catering specifically to this market. This trend is driven by the growing preference for convenient and easily accessible entertainment options among consumers. Additionally, the rise of mobile gaming and the importance of real-time interactions with fans have also contributed to the growth of the streaming market within eSports. This shift towards online platforms is also influenced by the increasing digitalization of the gaming industry and the growing demand for personalized and interactive experiences.

    Trends in the market:
    In the EU-27 region, the eSports streaming market is experiencing significant growth, driven by the increasing popularity of eSports tournaments and live events. This trend is in line with the overall growth of the eSports industry, which is expected to reach a market value of $1.1 billion by 2025. The rise of streaming platforms such as Twitch and YouTube Gaming has revolutionized the way eSports content is consumed, providing a platform for players and fans to connect and engage. This trend is significant for industry stakeholders as it opens up new revenue streams and opportunities for partnerships and sponsorships. With the rise of online tournaments and leagues, the streaming market is expected to continue on an upward trajectory, providing a lucrative market for eSports organizations and content creators.

    Local special circumstances:
    In EU-27, the Streaming Market within the eSports Market is seeing significant growth due to the region's high internet penetration and tech-savvy population. Additionally, the diverse cultural landscape of the EU-27 has led to the emergence of unique local streaming platforms catering to specific nationalities and languages. Furthermore, the EU's strict data privacy laws have played a role in shaping the streaming market, as companies must navigate these regulations when collecting user data. This has led to a more transparent and secure streaming experience for users, attracting a loyal and engaged audience.

    Underlying macroeconomic factors:
    The growth of the Streaming Market within the eSports Market in EU-27 is influenced by various macroeconomic factors. The overall economic trends in the region, such as GDP growth, consumer spending, and employment rates, play a significant role in shaping the market. In addition, the national economic health, including factors like inflation, interest rates, and trade policies, can impact the market's performance. Moreover, fiscal policies, such as tax incentives and government funding for the eSports industry, also have a significant influence. Other financial indicators, such as consumer purchasing power and disposable income, also play a crucial role in shaping the market's growth. Overall, a favorable macroeconomic environment with stable economic indicators and government support can contribute to the growth of the Streaming Market within the eSports Market in EU-27.

    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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