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Streaming - Russia

Russia
  • In Russia, revenue in the Streaming market is projected to reach US$1.1m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 5.33%, leading to a projected market volume of US$1.4m by 2029.
  • While a significant portion of revenue is generated China, the Streaming market in Russia is also expected to grow.
  • By 2029, the number of users in the Streaming market in Russia is expected to reach 15.1m users.
  • User penetration in Russia will be 8.5% in 2024 and is forecasted to increase to 10.7% by 2029.
  • The average revenue per user (ARPU) in Russia is expected to amount to US$0.1.
  • Russia's burgeoning eSports streaming market reflects a growing enthusiasm among youth, driving innovative content and community engagement to unprecedented levels.

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 streaming market in Russia is seeing moderate growth, influenced by factors including the growing popularity of digital platforms, increasing interest in eSports among consumers, and the convenience of online services. However, subdued growth rates may be impacted by factors such as limited internet access and infrastructure in certain areas.

    Customer preferences:
    The popularity of live streaming platforms like Twitch and YouTube Gaming in Russia has led to a rise in consumer interest in eSports. With the growing number of gamers and viewers, there has been a shift towards more interactive and engaging streaming experiences, such as live chat and virtual competitions. Additionally, with the rise of mobile gaming, eSports streaming is becoming more accessible to a wider audience, particularly among younger demographics who are more likely to consume content on-the-go. This trend is further fueled by the increasing availability of high-speed internet and the growing popularity of mobile devices in Russia.

    Trends in the market:
    In Russia, the eSports market is experiencing a surge in streaming services, with platforms like Twitch and YouTube gaining popularity. This trend is expected to continue, with a projected growth of 17.2% in the streaming market by 2025. This presents significant opportunities for industry stakeholders, as it allows for a wider reach and engagement with viewers. Additionally, the use of virtual and augmented reality technologies in streaming is on the rise, providing a more immersive experience for viewers. This could potentially lead to partnerships with technology companies and further monetization opportunities for streaming platforms. Overall, the trajectory of streaming in the Russian eSports market is poised for continued growth and innovation, making it a lucrative market for industry players.

    Local special circumstances:
    In Russia, the Streaming Market within the eSports Market is heavily influenced by the country's large and technologically advanced population, as well as its booming gaming industry. This has led to the development of local streaming platforms, such as Good Game, catering to Russian gamers' preferences and offering unique content. Additionally, the Russian government's support for eSports and gaming events has created a favorable environment for the growth of streaming services. Furthermore, the cultural preference for live streaming and the popularity of Russian eSports teams have contributed to the success of the streaming market in Russia.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in Russia is heavily influenced by macroeconomic factors, such as the country's overall economic health, government policies, and global economic trends. The growth of the market is greatly impacted by the availability of technological advancements, as well as regulatory support and investment in infrastructure. Countries with favorable regulatory environments and strong investments in digital technologies have experienced faster market growth compared to regions with regulatory challenges and limited funding. With the increasing prevalence of chronic diseases and an aging population worldwide, there is a growing demand for digital health solutions to improve healthcare access and outcomes.

    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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