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Streaming - NAFTA

NAFTA
  • In the NAFTA region, revenue in the Streaming market is projected to reach US$33.6m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.29%, resulting in a projected market volume of US$52.4m by 2029.
  • While most revenue is generated China, a projected market volume of US$40.5m is anticipated in 2024.
  • In the Streaming market within NAFTA, the number of users is expected to amount to 70.2m users by 2029.
  • User penetration is projected to be 10.3% in 2024 and is expected to reach 13.4% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$0.6.
  • In the United States, the streaming eSports market is rapidly evolving, driven by innovative content creation and increased fan engagement through interactive platforms.

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 NAFTA is experiencing a steady growth rate, propelled by factors such as the growing popularity of digital platforms, increasing interest in eSports among consumers, and the convenience of streaming services. This mild growth is influenced by the continuous expansion and advancements in the digital landscape, as well as the rising demand for online entertainment.

    Customer preferences:
    As the eSports market continues to grow, the streaming market has become a major player in the industry. With the rise of online gaming and live streaming platforms, consumers are increasingly looking for convenient and engaging ways to watch and interact with their favorite eSports events and players. This trend is driven by the growing popularity of online content consumption, the rise of streaming platforms such as Twitch and YouTube Gaming, and the increasing demand for personalized and interactive viewing experiences. Additionally, the growing accessibility of high-speed internet and the proliferation of smartphones and other mobile devices have also contributed to the growth of the streaming market within the eSports industry.

    Trends in the market:
    In the North American market, the streaming segment of the eSports industry is experiencing a surge in popularity, with live streaming platforms seeing a significant increase in viewership. This trend is driven by the rising number of players and fans engaging in eSports tournaments, as well as the growing accessibility of high-speed internet and advancements in streaming technology. As a result, industry stakeholders are increasingly investing in developing and expanding streaming capabilities to cater to this growing demand. This trend is expected to continue in the coming years, with potential implications for revenue growth and market expansion for streaming platforms and eSports organizations alike.

    Local special circumstances:
    In North America, specifically within the United States, the Streaming Market within the eSports Market is heavily influenced by the strong presence of major video game companies, such as Electronic Arts and Activision Blizzard, as well as the widespread adoption of high-speed internet and the popularity of competitive gaming culture. In Canada, the market is also driven by a similar gaming culture, but is further shaped by government policies that have encouraged investment in the video game industry. Additionally, the market in Mexico is experiencing growth due to the increasing accessibility of online gaming platforms and the rising popularity of eSports tournaments among the younger demographic.

    Underlying macroeconomic factors:
    The growth of the Streaming Market within the eSports Market is heavily influenced by macroeconomic factors such as technological advancements, consumer spending, and advertising investments. Countries with strong technological infrastructure and high levels of disposable income are experiencing rapid growth in the market, as they are able to support the demand for high-quality streaming content and generate significant revenue from advertising. Additionally, favorable regulatory environments and government support for the eSports industry are also contributing to the growth of the Streaming Market in these countries. On the other hand, regions with weaker economic conditions and limited access to technology are experiencing slower growth in the market. The increasing popularity of eSports globally and the growing number of digital natives are also key macroeconomic factors driving the growth of the Streaming Market within the eSports Market.

    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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