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Streaming - Poland

Poland
  • In Poland, revenue in the Streaming market is projected to reach US$487.9k in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.43%, leading to a projected market volume of US$765.5k by 2029.
  • While most revenue is generated China, the projected market volume in Poland will be US$40.5m in 2024.
  • In the Streaming market withPoland, the number of users is anticipated to amount to 6.0m users by 2029.
  • User penetration in Poland will be 11.0% in 2024 and is expected to reach 15.5% by 2029.
  • The average revenue per user (ARPU) is projected to be US$0.1.
  • In Poland, the eSports streaming market is witnessing a surge in popularity, reflecting the nation's growing youth engagement with competitive gaming culture.

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 market in Poland is experiencing mild growth, influenced by factors such as the increasing popularity of streaming platforms and the growing interest in competitive gaming. With the rise of online tournaments and events, the convenience of accessing live streams has contributed to the market's growth.

    Customer preferences:
    The streaming market within the eSports market in Poland has seen a significant rise in demand for interactive and immersive gaming experiences. This has led to a growing trend of personalized and customizable gaming setups, catering to the preferences of individual gamers. Additionally, there has been a surge in demand for gaming streaming platforms that offer a diverse range of content and engage with viewers through live chats and interactive features. These trends reflect a shift towards more personalized and interactive forms of entertainment among consumers in Poland.

    Trends in the market:
    In Poland, the eSports market is experiencing a surge in streaming platforms, with popular platforms like Twitch and YouTube Gaming gaining traction. This trend is driven by the increasing popularity of eSports tournaments and events, which attract a large audience. This trajectory is significant for industry stakeholders as it presents new opportunities for revenue generation through advertising and sponsorships. Additionally, streaming platforms provide a platform for gamers to showcase their skills and build a following. This could potentially lead to an increase in the professionalism of the eSports industry in Poland, as well as the potential for growth in the number of players and teams. Furthermore, the rise of streaming in the eSports market could also lead to the development of new technologies and services to enhance the viewing experience for audiences, creating a more engaging and immersive experience.

    Local special circumstances:
    In Poland, the Streaming Market within the eSports Market is influenced by the country's strong gaming culture and high internet penetration rate. The market is also shaped by strict regulations on gambling, leading to the popularity of eSports as a legal and socially accepted form of competitive gaming. Additionally, the country's geographic location in the heart of Europe and its close ties with neighboring gaming markets, such as Germany and Russia, contribute to the growth of the eSports streaming industry in Poland.

    Underlying macroeconomic factors:
    The growth of the Streaming Market within the eSports Market in Poland is greatly influenced by macroeconomic factors such as technological advancements, government support, and overall economic stability. The country's strong investment in digital infrastructure has allowed for a robust streaming network, driving the market's growth. Additionally, Poland's growing economy and favorable regulatory environment have attracted significant investments in the eSports industry. The rising popularity of eSports among the younger population and the increasing disposable income of consumers also contribute to the market's growth.

    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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