Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Media
  4. Games

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 5.54%, 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$2.58bn 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.

Definition:

Games live streaming refers to the practice of broadcasting video gameplay and commentary in real-time to an online audience. The market for games live streaming encompasses a wide range of platforms, services, and products, including streaming platforms.

Additional Notes:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through advertising and consumer spending on subscriptions and gifts. Market numbers for Esports live streaming are also featured in the Esports market. Key players in the market are live streaming platforms, such as Twitch, Youtube Gaming or Facebook Gaming. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Live streaming advertising, such as ads on Twitch
  • Consumer spending on platforms, such as subscriptions or donations to streamers on e.g. Twitch
  • Sponsorships for special status of streamers, such as being a Twitch partnered streamer
  • Live streaming of non-related gaming content, such as In Real Life content on Twitch, e.g. cooking

Out-Of-Scope

  • Live streaming TV content, such as television streams
  • Any form of live streams not provided on gaming streaming platforms (Twitch, YouTube Gaming, Facebook Gaming, etc.), such as Instagram or TikTok live streams
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    Live streaming - statistics & facts

    Live video content is no longer a novelty. In the entertainment industry, the popularity of live streaming as a format has been linked to the gaming world. Almost thirty percent of internet users worldwide watched live streaming content weekly in the last quarter of 2023. Breaking news and sports were the most popular categories of livestream videos among U.S. audiences as of March 2024.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.