Games Live Streaming - Americas

  • Americas
  • In the Americas, revenue in the Games Live Streaming market market is projected to reach US$3.55bn in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 5.50%, leading to a projected market volume of US$4.64bn by 2029.
  • The number of users in the Games Live Streaming market market withAmericas is expected to reach 273.6m users by 2029.
  • User penetration is forecasted to be 20.5% in 2024, with an increase to 26.1% by 2029.
  • In a global context, the majority of revenue will be generated China, with an expected amount of US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in the Americas is projected to be US$17.04 in 2024.
  • In the Americas, the Games Live Streaming market is witnessing a surge in interactive content, enhancing viewer engagement and reshaping traditional broadcasting dynamics.

Key regions: Japan, China, Europe, France, Germany

 
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Region
 
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Analyst Opinion

The Games Live Streaming market in Americas is experiencing significant growth and development, driven by various factors such as the increasing popularity of video games, advancements in technology, and changing consumer preferences.

Customer preferences:
Customers in the Americas have shown a strong preference for live streaming of games, as it allows them to watch their favorite games and players in real-time. This enables them to feel more engaged and connected to the gaming community. Additionally, customers appreciate the convenience of being able to watch games on various devices, such as smartphones, tablets, and smart TVs, which further enhances their viewing experience.

Trends in the market:
One of the key trends in the Games Live Streaming market in Americas is the rise of professional gaming tournaments and events. These events attract millions of viewers who tune in to watch their favorite teams and players compete. The increasing popularity of eSports has contributed to the growth of the live streaming market, as viewers are eager to watch these competitive gaming events live. Another trend in the market is the emergence of gaming influencers and content creators who live stream their gameplay on platforms such as Twitch and YouTube. These influencers have a dedicated fan base and their live streams attract a large number of viewers. As a result, companies are increasingly collaborating with these influencers for brand promotions and sponsorships, further driving the growth of the live streaming market.

Local special circumstances:
The Games Live Streaming market in Americas is influenced by the unique gaming culture and preferences of different countries in the region. For example, in North America, there is a strong presence of professional gaming leagues and organizations, which has contributed to the growth of the live streaming market. In South America, there is a growing interest in eSports and competitive gaming, which has led to an increase in the number of viewers and live streaming platforms in the region.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Americas is also supported by favorable macroeconomic factors. The increasing availability of high-speed internet and the widespread adoption of smartphones and other connected devices have made it easier for customers to access and watch live streams. Additionally, the rising disposable incomes in the region have led to an increase in spending on entertainment and leisure activities, including gaming and live streaming. In conclusion, the Games Live Streaming market in Americas is experiencing significant growth and development, driven by customer preferences for real-time engagement, the rise of professional gaming events, the emergence of gaming influencers, and favorable macroeconomic factors. As the market continues to evolve, it is expected that new technologies and platforms will further enhance the live streaming experience for customers in the region.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, video gaming revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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