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Streaming - Philippines

Philippines
  • In the Philippines, revenue in the Streaming market is projected to reach US$416.9k in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.69%, leading to a projected market volume of US$549.7k by 2029.
  • While in the Philippines is part of the broader Streaming market, it is notable that most revenue is generated China, with a projected market volume of US$40.5m in 2024.
  • In the Streaming market withPhilippines, the number of users is anticipated to amount to 9.5m users by 2029.
  • User penetration in the Philippines will be 6.4% in 2024 and is expected to increase to 7.4% by 2029.
  • The average revenue per user (ARPU) in the Philippines is projected to reach US$0.1.
  • In the Philippines, the streaming eSports market is rapidly evolving, driven by increasing internet accessibility and a growing youth demographic passionate about competitive gaming.

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 the Philippines is seeing subdued growth due to factors like limited internet access and low disposable income. Despite this, the market is still experiencing growth, driven by the increasing popularity and convenience of streaming services for gamers.

    Customer preferences:
    With the rapidly growing popularity of eSports in the Philippines, there has been a noticeable increase in demand for high-quality streaming services to watch live tournaments and competitions. This trend is driven by the rise of a younger, tech-savvy demographic that values convenience and accessibility. As a result, streaming platforms are constantly improving their user experience and expanding their content offerings to cater to the specific preferences of this audience. Additionally, the rise of mobile gaming and the increasing availability of affordable smartphones have also contributed to the growth of the streaming market within the eSports industry.

    Trends in the market:
    In the Philippines, the Streaming Market within the eSports Market is experiencing a surge in popularity, with more players and viewers participating in online tournaments and events. This trend is primarily driven by the increasing accessibility of high-speed internet and the growing interest in competitive gaming. As a result, there has been a rise in the number of streaming platforms and services catering to this market, offering live streaming and on-demand content. This trend is expected to continue, as the Philippines is one of the fastest-growing gaming markets in Southeast Asia. This presents opportunities for stakeholders, such as game developers, streaming platforms, and advertisers, to tap into this market and reach a wider audience. However, it also poses challenges, such as the need for infrastructure improvements and regulations to ensure fair competition and protect the interests of all stakeholders.

    Local special circumstances:
    In the Philippines, the Streaming Market within the eSports Market is gaining traction due to the country's large and avid gaming community. The country's strong internet infrastructure and affordable data plans also contribute to the growth of this market. Additionally, the government has recognized eSports as an official sport, providing support and funding for local tournaments. However, regulatory challenges, such as limited access to online payments and strict gambling laws, pose challenges to the market's potential growth.

    Underlying macroeconomic factors:
    The growth of the Streaming Market within the eSports Market in the Philippines is heavily influenced by macroeconomic factors such as technological advancements, government support, and investment in digital infrastructure. The country's strong economic growth and increasing internet penetration have created a favorable environment for the streaming market to thrive. Additionally, the government's implementation of policies to promote and regulate the eSports industry has attracted more investors and players, leading to further market expansion. Furthermore, the rising popularity of eSports among the younger population and the growing disposable income are driving the demand for streaming services, propelling the growth of the market in the Philippines.

    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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