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Streaming - Lithuania

Lithuania
  • In Lithuania, revenue in the Streaming market is projected to reach US$92.2k in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.54%, leading to a projected market volume of US$126.5k by 2029.
  • Although most revenue is generated China, Lithuania's Streaming market is also expected to contribute significantly.
  • The number of users in the Streaming market in Lithuania is anticipated to amount to 739.7k users by 2029.
  • User penetration in Lithuania will be 21.3% in 2024 and is projected to reach 28.7% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Lithuania is expected to amount to US$0.2.
  • In Lithuania, the eSports streaming market is witnessing a surge in popularity, driven by a growing youth demographic and increased internet accessibility.

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 Lithuania has seen moderate growth, largely influenced by the rising adoption of streaming technologies and growing interest in eSports among consumers. However, the market's growth rate remains subdued due to the limited infrastructure and funding for eSports in the country.

    Customer preferences:
    As the eSports market continues to grow in Lithuania, there has been a notable increase in the popularity of streaming platforms for live gaming competitions and events. This trend is driven by the growing interest in gaming among younger generations and the rise of social media platforms as a means of entertainment. Additionally, the convenience of streaming services allows for a wider audience to access and engage with eSports content, further driving the growth of the streaming market within the eSports industry.

    Trends in the market:
    In Lithuania, the eSports market is experiencing a surge in streaming, with platforms like Twitch and YouTube Gaming gaining popularity. This trend is driven by the increasing accessibility of high-speed internet and the growing demand for online gaming content. As streaming becomes more mainstream, it is expected to have a significant impact on the eSports market, allowing for greater exposure and engagement with audiences. This could also lead to the emergence of new revenue streams, such as sponsorships and advertisements, for players and teams. Additionally, streaming has the potential to attract a wider audience, including casual gamers, and could further fuel the growth of the eSports market in Lithuania.

    Local special circumstances:
    In Lithuania, the eSports streaming market is influenced by the country's high internet penetration rate, with over 80% of the population having access to the internet. This creates a large potential audience for streaming platforms, especially among the younger generation. Additionally, the country has a strong gaming culture and a growing interest in eSports, making it a prime market for streaming services. However, the small size of the market and limited advertising budgets may pose challenges for growth. Furthermore, the country's strict regulations on gambling may impact the availability of certain eSports tournaments and competitions, affecting the content and revenue streams of streaming platforms.

    Underlying macroeconomic factors:
    The growth of the Streaming Market within the eSports Market in Lithuania is heavily influenced by macroeconomic factors such as overall economic stability, regulatory policies, and investment in digital infrastructure. A stable economy and supportive government policies create a favorable environment for the market to thrive, while limited investment and regulatory challenges may hinder growth. Additionally, the increasing popularity of eSports and the rise of online streaming platforms are driven by the growing demand for digital entertainment and the prevalence of internet access in the country. These factors contribute to the overall growth and success of the Streaming Market within the eSports Market in Lithuania.

    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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