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.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
The eSports streaming market in Ireland is seeing slow growth, influenced by factors like limited internet connectivity and low awareness among consumers. However, the convenience of online streaming and increasing interest in eSports may drive further growth in the future.
Customer preferences: With the rise of online gaming and eSports in Ireland, there has been a noticeable shift towards streaming as the preferred method of consuming content. This trend is largely influenced by the younger demographic, who are more tech-savvy and comfortable with digital platforms. Additionally, the convenience and accessibility of streaming services have become increasingly important for consumers, as they look for ways to engage with their favorite eSports events and players from the comfort of their own homes. This shift towards streaming has also been fueled by the growing popularity of online gaming communities and the desire for real-time interaction and engagement.
Trends in the market: In Ireland, the eSports market is experiencing a surge in streaming services, with a growing number of players and audiences turning to online platforms for live gameplay and tournaments. This trend is expected to continue, driven by the increasing availability and quality of internet connections and the rise of professional eSports leagues. This has significant implications for industry stakeholders, as it opens up new revenue streams and opportunities for partnerships and sponsorships. Additionally, it highlights the need for reliable and high-speed internet infrastructure, making it a key consideration for companies looking to enter the Irish market.
Local special circumstances: In Ireland, the Streaming Market within the eSports Market is seeing significant growth due to the country's tech-savvy population and high internet penetration. The Irish government's support for the gaming industry through tax incentives and grants has also contributed to its success. Additionally, Ireland's vibrant gaming community and cultural affinity for competitive sports have made it a prime market for streaming platforms and eSports events. This unique combination of factors sets Ireland apart from other European countries and has a significant impact on the growth of the market.
Underlying macroeconomic factors: The growth of the Streaming Market within the eSports Market in Ireland is heavily influenced by macroeconomic factors such as technological advancements, government support, and investment in digital infrastructure. Countries with strong government policies and investments in technology are experiencing faster market growth compared to regions with limited support and funding. Additionally, the increasing popularity of eSports and the rising number of digital natives are driving the demand for streaming platforms, further fueling the growth of the market.
Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights