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Streaming - Thailand

Thailand
  • In Thailand, revenue in the Streaming market is projected to reach US$936.6k in 2024.
  • Revenue in this sector is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.48%, which would result in a projected market volume of US$1.2m by 2029.
  • While most revenue in the global Streaming market is generated China, in Thailand is also witnessing significant developments.
  • The number of users in the Streaming market in Thailand is expected to amount to 8.9m users by 2029.
  • User penetration in Thailand will be 9.8% in 2024 and is anticipated to increase to 12.3% by 2029.
  • The average revenue per user (ARPU) in Thailand is expected to amount to US$0.1.
  • Thailand's burgeoning eSports streaming market reflects a growing youth engagement, fostering a vibrant community that increasingly influences digital entertainment trends.

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 streaming market in Thailand is witnessing steady growth, with factors such as rising popularity of online gaming and growing interest in eSports among consumers driving its growth. However, the subdued growth rate is impacted by factors such as limited internet access and low disposable income in certain areas.

    Customer preferences:
    With the rise of eSports in Thailand, there has been a noticeable increase in the popularity of streaming platforms for eSports events. This trend is driven by the growing demand for convenient and accessible ways to watch and participate in eSports tournaments. Additionally, the younger generation in Thailand, known for their tech-savvy nature, is increasingly turning to streaming as a form of entertainment, leading to a surge in viewership and engagement on these platforms. This shift towards streaming highlights the changing preferences and habits of consumers, as they seek more immersive and interactive experiences in the eSports market.

    Trends in the market:
    In Thailand, the eSports market is experiencing a surge in the popularity of live streaming. This trend is driven by the increasing availability of high-speed internet and the rise of social media platforms. As a result, there has been a significant increase in the number of eSports tournaments being broadcasted live, attracting a wider audience and generating more revenue for industry stakeholders. This trend is expected to continue in the coming years, with the potential for further growth as virtual and augmented reality technologies become more prevalent. This could have significant implications for the streaming market, as companies may need to adapt and invest in new technologies to keep up with the demand for immersive viewing experiences. Additionally, this trend could also lead to new opportunities for advertising and sponsorship partnerships within the eSports market.

    Local special circumstances:
    In Thailand, the eSports market is thriving due to the country's strong gaming culture and high internet penetration rate. This has created a significant demand for streaming platforms, with local players dominating the market. Additionally, the government's support for the development of the eSports industry has led to the growth of local tournaments and events. Furthermore, Thailand's unique gaming community, which often centers around cyber cafes and LAN parties, has also contributed to the popularity of eSports streaming. Overall, these factors have created a highly competitive and rapidly evolving streaming market within the eSports industry in Thailand.

    Underlying macroeconomic factors:
    The growth of the Streaming Market within the eSports Market in Thailand is influenced by macroeconomic factors such as technological advancements, government policies, and investment in the digital entertainment sector. As the country experiences economic growth and increasing disposable income, there is a growing demand for leisure activities, including eSports and streaming services. Additionally, favorable government policies and investments in digital infrastructure are creating a conducive environment for the growth of the streaming market. Moreover, the rising popularity of eSports and the younger generation's affinity towards digital entertainment are also contributing 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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