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Streaming - South America

South America
  • In South America, revenue in the Streaming market is projected to reach US$4.4m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.12%, leading to a projected market volume of US$5.9m by 2029.
  • Although most revenue is generated China with a projected market volume of US$40.5m in 2024, in South America is also showing significant growth.
  • In the Streaming market withSouth_America, the number of users is anticipated to amount to 44.9m users by 2029.
  • User penetration in South America will be 9.4% in 2024 and is expected to increase to 11.8% by 2029.
  • The average revenue per user (ARPU) in this region is expected to amount to US$0.1.
  • In South America, the eSports streaming market is experiencing significant growth, driven by increased internet accessibility and a rising youth demographic engaged in 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 streaming market in South America has seen steady growth due to the rising popularity of online gaming and increasing consumer interest in eSports. However, this growth is limited by factors such as infrastructure challenges and low internet penetration rates in certain regions. As a result, the market is experiencing a subdued growth rate compared to other regions.

    Customer preferences:
    As the eSports Market continues to gain traction in South America, there has been a noticeable increase in the popularity of streaming platforms for eSports events. This can be attributed to a growing interest in competitive gaming among younger generations, as well as the rise of online communities and influencers within the gaming industry. Additionally, with the rise of digital media consumption and the shift towards virtual entertainment, streaming services have become an integral part of the eSports experience. This trend is expected to continue as the region embraces a more digital and connected lifestyle.

    Trends in the market:
    In South America, the eSports market has seen a significant increase in streaming services, with platforms like Twitch and YouTube Gaming gaining popularity. This trend is expected to continue, with the region's growing internet penetration and mobile connectivity driving the demand for online gaming content. As a result, industry stakeholders are investing in partnerships and exclusive streaming deals to tap into this market. This trend also presents opportunities for advertisers and sponsors to reach a young and engaged audience. Furthermore, the rise of streaming in South America has led to the emergence of local eSports teams and tournaments, showcasing the region's potential in the global eSports landscape.

    Local special circumstances:
    In South America, the Streaming Market within the eSports Market is heavily influenced by the region's growing population of young, tech-savvy individuals. With a strong passion for gaming, the market has seen a rise in streaming platforms catering to this demographic. Additionally, the region's unique geographical and cultural diversity has led to various localized gaming communities and events, creating a vibrant and dynamic market. Furthermore, regulatory changes in countries like Brazil and Argentina have opened up opportunities for the growth of eSports, further fueling the demand for streaming services in the region.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market market in South America is heavily influenced by macroeconomic factors such as technological advancements, government policies, and investment in digital infrastructure. Countries with robust technological infrastructures and supportive regulatory environments are experiencing higher growth in the market. Furthermore, the increasing popularity of eSports in the region, coupled with the growing disposable income of the population, is also driving the demand for streaming services in the eSports market. Additionally, the region's economic stability and increasing investments in the gaming industry are further fueling the growth of the Streaming Market within the eSports Market market in South America.

    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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