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Streaming - Europe

Europe
  • In Europe, revenue in the Streaming market is projected to reach US$23.0m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.13%, resulting in a projected market volume of US$30.9m by 2029.
  • Although most revenue in the Streaming market is generated China with a projected market volume of US$40.5m in 2024, in Europe remains a significant player.
  • The number of users in the Streaming market in Europe is expected to amount to 138.2m users by 2029.
  • User penetration in Europe will be 14.8% in 2024 and is expected to hit 18.6% by 2029.
  • The average revenue per user (ARPU) in Europe is expected to amount to US$0.2.
  • In Europe, the streaming eSports market is increasingly characterized by localized content and partnerships, enhancing viewer engagement and community building.

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 Europe is facing subdued growth, influenced by factors such as slow adoption of digital technologies, lack of awareness among consumers, and limited convenience of online services. Despite this, the market is still experiencing significant growth due to its increasing popularity and potential for expansion.

    Customer preferences:
    As the eSports market continues to expand in Europe, there has been a noticeable increase in the popularity of streaming platforms among consumers. This shift can be attributed to the growing demand for personalized and interactive gaming experiences, as well as the convenience and accessibility of streaming services. Additionally, cultural nuances, such as the rise of online communities and the prevalence of digital entertainment, have also played a role in the growing preference for streaming within the eSports market. This trend is expected to continue as more individuals seek out immersive and engaging forms of entertainment.

    Trends in the market:
    In Europe, the eSports market is experiencing a rise in popularity, resulting in a growing demand for streaming services. This trend is expected to continue, as the younger generation is increasingly drawn to online gaming and live streaming platforms. This shift towards online platforms has also led to a rise in revenue from advertising and sponsorships. As such, industry stakeholders are investing in developing high-quality streaming services to cater to the growing market. This could potentially lead to a more competitive market, with players vying for a larger share of the streaming market within the eSports industry.

    Local special circumstances:
    In Europe, the Streaming Market within the eSports Market is heavily influenced by the region's strong gaming culture and widespread access to high-speed internet. With a diverse population and language barriers, localized streaming services, such as Twitch's localized channels, have gained popularity. Additionally, the European Union's strict data protection laws have led to the development of secure streaming platforms, catering to the region's privacy-conscious consumers. In countries like Germany, the popularity of eSports has led to partnerships between traditional sports teams and eSports organizations, driving the growth of the streaming market.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in Europe is heavily influenced by macroeconomic factors such as technological advancements and economic stability. As global economic trends continue to shift towards digitalization, the demand for eSports streaming services is expected to rise. Additionally, countries with strong fiscal policies and investments in digital infrastructure are likely to experience faster market growth compared to those with limited resources. Moreover, the increasing popularity of eSports among the younger population and the rising disposable income in Europe are contributing to the growth of the streaming market within the eSports industry.

    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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