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Streaming - Peru

Peru
  • In Peru, revenue in the Streaming market is projected to reach US$376.0k in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.17%, leading to a projected market volume of US$483.7k by 2029.
  • While most revenue is generated China, the Streaming market in Peru is expected to have a market volume of US$40.5m in 2024.
  • By 2029, the number of users in the Streaming market in Peru is expected to amount to 3.0m users.
  • User penetration in Peru will be 6.8% in 2024 and is projected to increase to 8.2% by 2029.
  • The average revenue per user (ARPU) in Peru is expected to amount to US$0.2.
  • In Peru, the growing enthusiasm for eSports is driving an increase in streaming platforms, fostering a vibrant community of gamers and viewers alike.

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 Peru is seeing minimal growth, impacted by factors such as limited infrastructure and access to high-speed internet. Despite this, the market is still growing due to the increasing popularity of eSports and the convenience of online streaming for viewers.

    Customer preferences:
    As the eSports market continues to grow, there has been a notable shift towards live streaming as a preferred method of consuming content. With the rise of online platforms such as Twitch and YouTube Gaming, Peruvian consumers are increasingly turning to these platforms to watch their favorite eSports events and players. This trend is driven by the convenience and accessibility of streaming, as well as the ability to interact with other viewers and engage in real-time discussions about the gameplay. Additionally, streaming allows for a more personalized viewing experience, catering to the individual preferences of each viewer. This shift towards streaming highlights the changing preferences and behaviors of Peruvian consumers, as well as the growing influence of digital platforms in the eSports industry.

    Trends in the market:
    In Peru, the eSports industry has seen a significant increase in popularity, leading to a rise in streaming services for eSports events. This trend is expected to continue as the market for eSports grows in the country. With the rise of streaming platforms such as Twitch and YouTube Gaming, Peruvian eSports fans can now easily access live tournaments and events, creating a more engaged and connected community. This trend also presents opportunities for industry stakeholders, such as game developers and sponsors, to reach a larger audience and capitalize on the growing market. However, it also brings challenges for traditional media outlets, as they may struggle to compete with the convenience and interactivity of streaming platforms. Overall, the trend towards streaming in the Peruvian eSports market has significant implications for the industry and its stakeholders, highlighting the importance of adapting to the changing landscape of media consumption.

    Local special circumstances:
    In Peru, the Streaming Market within the eSports Market is heavily influenced by the country's high internet and social media usage rates, as well as the popularity of competitive gaming among the younger population. Additionally, the government's recent investment in technological infrastructure and the rise of local eSports leagues have further boosted the market's growth. These unique local factors have contributed to the market's high viewership and engagement rates, making Peru a key player in the Latin American eSports scene.

    Underlying macroeconomic factors:
    The growth of the Streaming Market within the eSports Market in Peru is heavily influenced by macroeconomic factors such as the country's stable economic health, supportive fiscal policies, and increasing investment in digital infrastructure. Additionally, the global rise of eSports and the growing popularity of streaming platforms have also contributed to the market's growth in Peru. The government's efforts to promote digitalization and technological advancements in the country have also created a conducive environment for the growth of the streaming market within the eSports industry. Furthermore, the rising disposable income and changing consumer preferences towards online entertainment have also played a significant role in driving the demand for streaming services in Peru.

    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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