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Streaming - Serbia

Serbia
  • In Serbia, revenue in the Streaming market is projected to reach US$284.1k in 2024.
  • Revenue is expected to display an annual growth rate (CAGR 2024-2029) of 4.11%, which would result in a projected market volume of US$347.5k by 2029.
  • While the majority of revenue in the global Streaming market is generated China, Serbia's market dynamics will also reflect growth trends.
  • By 2029, the number of users in the Streaming market in Serbia is anticipated to amount to 1.7m users.
  • User penetration in Serbia is forecasted to be 19.2% in 2024 and is expected to reach 24.2% by 2029.
  • Additionally, the average revenue per user (ARPU) in Serbia is expected to amount to US$0.2.
  • Serbia's growing youth engagement in eSports is driving a surge in streaming platforms, fostering a vibrant community and attracting international sponsorships.

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 Serbia is seeing minimal growth, influenced by factors like limited access to high-speed internet and lack of government support. Despite this, the convenience of streaming services and the increasing popularity of eSports among young people are driving its expansion.

    Customer preferences:
    The popularity of streaming platforms within the eSports market in Serbia has led to a rise in demand for interactive and personalized content. This has resulted in a shift towards user-generated content and live streaming, catering to the preferences of younger generations who seek authenticity and community engagement. Additionally, the growing presence of local eSports teams and tournaments has sparked interest among Serbian audiences, highlighting the potential for further growth and development in this market.

    Trends in the market:
    In Serbia, the eSports market is experiencing a surge in the popularity of streaming services, with platforms like Twitch and YouTube Gaming gaining a significant number of viewers. This trend is expected to continue, with more players and teams turning to streaming as a source of income and exposure. This shift towards streaming also presents opportunities for advertisers and sponsors to reach a highly engaged audience. However, it also raises concerns for traditional media channels and event organizers as they may struggle to compete with the reach and accessibility of streaming. As the streaming market within the eSports industry continues to grow, it is likely to have a significant impact on the overall landscape, reshaping the way tournaments and events are organized and monetized.

    Local special circumstances:
    In Serbia, the Streaming Market within the eSports Market is growing due to the country's love for gaming and the increased availability of high-speed internet. The market is also influenced by the country's strong gaming community and the rise of local eSports tournaments. Additionally, the lack of traditional sports events during the pandemic has further boosted the popularity of eSports streaming. In terms of regulations, Serbia has a more relaxed approach towards gambling, allowing for the emergence of online betting platforms for eSports events.

    Underlying macroeconomic factors:
    The growth of the Streaming Market within the eSports Market in Serbia is heavily influenced by macroeconomic factors such as the country's national economic health, government policies, and global economic trends. With a growing economy and increasing investment in the gaming industry, Serbia has become a hot spot for eSports and streaming. Additionally, the country's favorable regulatory environment and increasing digital infrastructure have created a favorable environment for the growth of the Streaming Market within the eSports Market. Furthermore, the rising popularity of eSports and streaming among the younger population in Serbia has also played a significant role in driving market growth. As the gaming industry continues to expand globally, Serbia's strong economic position and government support make it a promising market for the Streaming Market within the eSports Market.

    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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