Games Live Streaming - ASEAN

  • ASEAN
  • In ASEAN, revenue in the Games Live Streaming market market is projected to reach US$0.61bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.61%, leading to a projected market volume of US$0.84bn by 2029.
  • Within the Games Live Streaming market market in ASEAN, the number of users is anticipated to reach 146.8m users by 2029.
  • User penetration is forecasted to be 15.5% in 2024 and is expected to increase to 20.4% by 2029.
  • In global comparison, the majority of revenue will be generated China, with an expected figure of US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in ASEAN is projected to amount to US$5.64 in 2024.
  • In ASEAN, Malaysia's games live streaming market is rapidly evolving, driven by increasing internet accessibility and a growing gaming community.

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

 
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Region
 
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Analyst Opinion

The Games Live Streaming market in ASEAN is experiencing significant growth and development due to various factors.

Customer preferences:
Customers in ASEAN countries have shown a growing interest in gaming and live streaming. The popularity of esports and competitive gaming has increased, leading to a greater demand for live streaming platforms. Additionally, the rise of social media and the internet has made it easier for gamers to connect and share their gaming experiences with others. Customers in ASEAN are also increasingly looking for interactive and immersive gaming experiences, which can be provided through live streaming platforms.

Trends in the market:
One of the key trends in the Games Live Streaming market in ASEAN is the increasing number of gamers and viewers. The region has a large and growing population of gamers, who are actively participating in esports tournaments and watching live streams of their favorite games. This trend is driven by the increasing availability of high-speed internet and affordable smartphones, which allow gamers to access live streaming platforms easily. Another trend is the emergence of local gaming influencers and streamers, who have gained a significant following in ASEAN countries. These influencers have a strong impact on the gaming community and can drive the popularity of certain games and live streaming platforms.

Local special circumstances:
ASEAN countries have their own unique gaming cultures and preferences, which can influence the Games Live Streaming market. For example, countries like Indonesia and Thailand have a strong mobile gaming culture, with a large number of gamers playing on smartphones. This has led to the popularity of mobile gaming live streaming platforms in these countries. On the other hand, countries like Malaysia and Singapore have a more developed gaming industry, with a focus on PC and console gaming. This has resulted in a demand for live streaming platforms that cater to PC and console gamers.

Underlying macroeconomic factors:
The growing Games Live Streaming market in ASEAN is also influenced by underlying macroeconomic factors. The region has been experiencing rapid economic growth, which has led to an increase in disposable income and purchasing power. As a result, more people are able to afford gaming equipment and access to high-speed internet, driving the demand for live streaming platforms. Additionally, the increasing urbanization and digitalization in ASEAN countries have created a favorable environment for the growth of the Games Live Streaming market. In conclusion, the Games Live Streaming market in ASEAN is developing rapidly due to customer preferences for interactive and immersive gaming experiences, as well as the increasing popularity of esports and competitive gaming. The market is also influenced by local gaming cultures and preferences, as well as underlying macroeconomic factors such as economic growth and urbanization.

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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