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.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
The streaming market within the eSports market in Portugal is experiencing minimal growth due to factors such as low internet penetration and limited access to high-quality streaming services. However, the growing popularity of eSports among Portuguese youth is expected to drive market growth in the future.
Customer preferences: As the popularity of eSports continues to rise in Portugal, streaming platforms have become the go-to source for fans to watch live tournaments and matches. This shift towards online viewing has been influenced by the increasing availability of high-speed internet and the convenience of being able to watch on-demand. Furthermore, the rise of mobile gaming and the integration of streaming platforms on mobile devices have also contributed to this trend.
Trends in the market: In Portugal, the eSports market is seeing a surge in streaming services, as more players and fans turn to online platforms to watch and engage in tournaments and events. This trend is significant as it allows for wider reach and accessibility, making the industry more inclusive and diverse. For stakeholders, this presents opportunities for revenue and brand exposure through sponsorships and partnerships. However, it also poses challenges in terms of managing and monetizing the streaming market. As the trend continues to evolve, it will be crucial for industry players to adapt and stay competitive in this rapidly growing market.
Local special circumstances: In Portugal, the Streaming Market within the eSports Market is influenced by the country's strong gaming culture and high internet penetration rate. The popularity of eSports tournaments and events has also contributed to the growth of streaming platforms. Additionally, Portugal's favorable tax policies and regulatory framework have attracted international streaming companies to enter the market. The country's small size and proximity to other European countries also make it a strategic location for international streaming events.
Underlying macroeconomic factors: The growth of the Streaming Market within the eSports Market in Portugal is heavily influenced by macroeconomic factors such as the country's overall economic health, government policies, and global economic trends. Portugal's stable economic growth and increasing investments in digital infrastructure have created a favorable environment for the development of the eSports market, including the streaming segment. Additionally, the high demand for entertainment and the growing popularity of eSports globally have also contributed to the growth of the streaming market in Portugal. Moreover, the country's strategic geographical location and its strong presence in the European Union provide access to a large and diverse audience, further fueling the growth of the streaming market within the eSports market in Portugal.
Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights