Streaming - G7

  • G7
  • Revenue in the Streaming market in G7 countries is projected to reach US$36.0m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.61%, resulting in a projected market volume of US$54.4m by 2029.
  • With a projected market volume of US$40.5m in 2024, most revenue is generated China.
  • In the Streaming market, the number of users in G7 countries is expected to amount to 128.4m users by 2029.
  • User penetration in G7 countries will be 12.8% in 2024 and is expected to hit 16.4% by 2029.
  • The average revenue per user (ARPU) in G7 countries is expected to amount to US$0.4.
  • In the United States, the streaming eSports market is increasingly dominated by platforms prioritizing interactive viewer experiences and community engagement.

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

 
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Analyst Opinion

The eSports streaming market in G7 nan is facing subdued growth, impacted by factors such as limited internet penetration and slow adoption of digital technologies. Despite rising awareness and convenience, the market is struggling to reach its full potential.

Customer preferences:
As the eSports market continues to grow, there has been a noticeable increase in the popularity of streaming platforms among consumers. This trend has been driven by a desire for convenient and accessible entertainment options, as well as the rise of mobile gaming. Additionally, the younger demographic of eSports fans has a strong preference for digital content consumption, leading to a shift towards streaming platforms over traditional forms of media. This shift has also been accelerated by the current global pandemic, which has increased the demand for at-home entertainment and further solidified streaming as a key player in the eSports market.

Trends in the market:
In the G7 countries, the streaming market within the eSports market is experiencing a significant surge in popularity. With the rise of professional gaming leagues and tournaments, there is a growing trend of streaming platforms offering exclusive content and partnerships with top players and teams. This trend is expected to continue, with significant investments being made by streaming platforms to secure broadcasting rights. This shift towards streaming has major implications for industry stakeholders, as it opens up new revenue streams and opportunities for brand partnerships and sponsorships. Additionally, the rise of streaming giants like Twitch and YouTube Gaming has led to increased competition in the market, driving innovation and improvements in user experience. As the streaming market within the eSports market continues to evolve, it will likely become a key driver of growth and success for the industry as a whole.

Local special circumstances:
In the Streaming Market within the eSports Market, geographical factors play a significant role in market dynamics. For instance, in South Korea, where eSports is deeply ingrained in the culture, the popularity of streaming platforms is driven by a strong fan base and high-speed internet infrastructure. In contrast, in Europe, where eSports is still relatively new, streaming platforms face challenges in gaining traction due to varying internet speeds and cultural preferences for traditional sports. Additionally, regulatory differences in markets like China, where the government tightly controls online content, can impact the growth of streaming platforms in the eSports market.

Underlying macroeconomic factors:
In the Streaming Market within the eSports Market, macroeconomic factors play a crucial role in shaping the market's growth trajectory. The global economic outlook, in particular, has a significant impact on the demand for streaming services, as it determines the disposable income of consumers and their willingness to spend on entertainment. National economic health also plays a key role, as a robust economy typically translates into higher consumer spending and a larger audience for streaming platforms. Fiscal policies, such as tax incentives and subsidies for digital media, can also influence the growth of the streaming market. Moreover, other financial indicators, such as GDP per capita and consumer confidence, can provide insight into the overall economic climate and its potential impact on the streaming market.

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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