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Streaming - Finland

Finland
  • In Finland, revenue in the Streaming market is projected to reach US$319.0k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 3.07%, resulting in a projected market volume of US$371.1k by 2029.
  • Although most revenue is generated China with a projected market volume of US$40.5m in 2024, the Streaming market in Finland also reflects significant growth potential.
  • In this market, the number of users in Finland is expected to amount to 1.7m users by 2029.
  • User penetration in Finland will be 26.0% in 2024 and is anticipated to increase to 29.8% by 2029.
  • The average revenue per user (ARPU) in Finland is expected to amount to US$0.2.
  • In Finland, the eSports streaming market is rapidly gaining traction, reflecting the nation’s growing enthusiasm for competitive gaming and digital entertainment.

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
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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 Finland is seeing minimal growth due to factors such as limited availability of high-speed internet and the lack of infrastructure for streaming events. Despite this, the market is expected to grow as more investments are made in digital technologies and as the popularity of eSports continues to rise among the younger generation.

    Customer preferences:
    With the rise of digitalization and the increasing popularity of eSports, there has been a significant shift in consumer preferences towards streaming platforms for watching and engaging with live gaming events. This trend is driven by the growing number of young, tech-savvy consumers in Finland who are looking for convenient and interactive ways to experience eSports. As a result, there has been a surge in demand for high-quality streaming services and platforms that offer a seamless and immersive viewing experience. This shift towards digital platforms is also influenced by the changing lifestyle habits of the younger generation, who prioritize convenience and on-demand access to entertainment.

    Trends in the market:
    In Finland, the Streaming Market within the eSports Market is experiencing a surge in online viewership, with a growing number of individuals tuning in to watch professional gaming tournaments. This trend is expected to continue as the eSports industry gains mainstream recognition and attracts more sponsors and investments. Additionally, there is a rise in the popularity of subscription-based streaming platforms, providing a steady source of revenue for streaming companies. This presents opportunities for industry stakeholders to capitalize on this trend and expand their reach in the market.

    Local special circumstances:
    In Finland, the Streaming Market within the eSports Market is heavily influenced by the country's strong gaming culture and advanced technological infrastructure. The high internet penetration rate and widespread adoption of digital platforms have created a favorable environment for streaming and online gaming. Additionally, Finland's strict regulations on gambling and betting have led to the rise of eSports as a popular alternative, driving the growth of the streaming market. Furthermore, the country's cold climate and long winter nights provide ideal conditions for indoor activities like gaming, contributing to the market's success.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in Finland is heavily influenced by macroeconomic factors such as the country's strong economic stability, supportive regulatory environment, and significant investments in digital technologies. These factors have created a favorable market for streaming platforms, as well as the overall growth of the eSports industry in the country. Additionally, Finland's high level of internet penetration and tech-savvy population further contribute to the success of the streaming market within the eSports sector. The country's stable economy and strong fiscal policies also provide a conducive environment for companies to invest in and grow their streaming and eSports businesses. Furthermore, the growing popularity of eSports globally and the increasing demand for digital entertainment among the younger population in Finland are also important economic factors driving 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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