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Streaming - Nordics

Nordics
  • In the Nordics, revenue in the Streaming market is projected to reach US$1.1m in 2024.
  • Revenue in this region is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.16%, leading to a projected market volume of US$1.3m by 2029.
  • While the Nordics will experience growth, it is important to note that most revenue is generated China, which has a projected market volume of US$40.5m in 2024.
  • Furthermore, in the Streaming market within the Nordics, the number of users is anticipated to amount to 5.9m users by 2029.
  • User penetration in the Nordics will be 17.6% in 2024 and is expected to reach 20.8% by 2029.
  • Additionally, the average revenue per user (ARPU) in the Nordics is expected to amount to US$0.2.
  • In the Nordics, the streaming eSports market is experiencing a surge in viewer engagement, driven by a robust gaming culture and technological advancements.

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

    In the Nordics region, the streaming market within the eSports market has seen minimal growth due to factors such as competition from traditional sports and lack of infrastructure. Despite this, increasing interest in eSports and advancements in technology are expected to drive future growth.

    Customer preferences:
    As the popularity of eSports continues to rise in the Nordics, there has been a noticeable shift towards online streaming platforms for accessing live tournaments and matches. This trend is heavily influenced by the region's tech-savvy population and strong internet infrastructure. Additionally, the younger demographic in the Nordics is increasingly embracing the digital world, making streaming the preferred mode of consuming eSports content. This shift is also driven by the convenience and flexibility offered by streaming platforms, allowing viewers to watch their favorite games on-demand.

    Trends in the market:
    In the Nordics, the eSports Streaming Market is experiencing a surge in popularity, with an increasing number of viewers turning to online platforms to watch live tournaments and matches. This trend is significant as it showcases the region's strong appetite for eSports and its potential for growth in the future. With the rise of streaming, there is also a growing demand for high-quality production and commentary, leading to increased investment in production technology and talent. This could have implications for industry stakeholders, such as streaming platforms and production companies, as they will need to continually innovate and improve in order to stay competitive in the market. Additionally, the rise of streaming could also impact traditional media outlets, as viewers shift their attention to online platforms for eSports content.

    Local special circumstances:
    In the Nordics, the Streaming Market within the eSports Market is heavily influenced by the region's strong gaming culture and advanced digital infrastructure. With a high internet penetration rate and a tech-savvy population, the Nordics have become a hub for innovative streaming platforms and competitive gaming events. Additionally, the region's emphasis on gender equality and inclusivity has led to a more diverse and inclusive eSports market, with a growing presence of female gamers and female-led teams. The Nordic countries also have strict data privacy laws, which have played a role in shaping the market and protecting the rights of eSports players and viewers.

    Underlying macroeconomic factors:
    The streaming market within the eSports market in the Nordics is heavily influenced by macroeconomic factors. In particular, the region's strong economic health and stable fiscal policies have created a favorable environment for market growth. Additionally, the Nordics' high levels of technological advancement and digital infrastructure have made it a prime location for streaming services. This is further supported by the region's strong regulatory support for the eSports industry, which has encouraged investment and innovation in the streaming market. Furthermore, the growing popularity of eSports and the increasing adoption of streaming platforms by the younger population in the Nordics are also contributing to the growth of the market. Overall, the region's strong economic performance and supportive policies make it an attractive market for streaming 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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