Games Live Streaming - Baltics

  • Baltics
  • Revenue in the Games Live Streaming market market in the Baltics is forecasted to reach US$23.55m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.78%, leading to a projected market volume of US$32.69m by 2029.
  • Within the Baltics, the number of users is expected to reach 0.00 by 2029.
  • User penetration is set to be 0.00 in 2024 and is projected to reach 0.00 by 2029.
  • When compared globally, the majority of revenue is predicted to originate from in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market is estimated to be 0.00 in 2024.
  • In Baltics, the Games Live Streaming market is rapidly growing, with a surge in local content creators and increasing viewership across the region.

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

 
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Analyst Opinion

The Games Live Streaming market in the Baltics has been experiencing significant growth in recent years.

Customer preferences:
Customers in the Baltics have shown a strong preference for live streaming games over traditional methods of gaming. The convenience and accessibility of live streaming platforms have made it easier for gamers to connect with each other and share their gaming experiences. Additionally, the interactive nature of live streaming allows viewers to engage with their favorite gamers in real-time, creating a sense of community and camaraderie.

Trends in the market:
One of the key trends in the Games Live Streaming market in the Baltics is the rise of local gaming influencers and streamers. These individuals have gained a large following by streaming their gaming sessions and providing commentary and insights on various games. Their popularity has led to an increase in the number of viewers and subscribers on live streaming platforms, further driving the growth of the market. Another trend in the market is the increasing popularity of esports tournaments and competitions. The Baltics have seen a rise in the number of esports events, attracting both local and international gamers. These events are often live-streamed, allowing viewers to watch the competitions in real-time and cheer for their favorite teams or players. The growing interest in esports has contributed to the overall growth of the Games Live Streaming market in the region.

Local special circumstances:
The Baltics have a strong gaming culture, with a high percentage of the population actively participating in gaming activities. This has created a favorable environment for the growth of the Games Live Streaming market. Additionally, the region has a well-developed internet infrastructure, which ensures smooth and uninterrupted live streaming experiences for gamers and viewers.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in the Baltics can also be attributed to several macroeconomic factors. The region has experienced steady economic growth in recent years, leading to an increase in disposable income among the population. This has allowed more individuals to invest in gaming equipment and accessories, as well as subscribe to live streaming platforms. Furthermore, advancements in technology have made gaming more accessible and affordable, further contributing to the growth of the market. In conclusion, the Games Live Streaming market in the Baltics is experiencing significant growth due to customer preferences for convenience and interactivity, the rise of local gaming influencers, the increasing popularity of esports, the region's strong gaming culture, well-developed internet infrastructure, and favorable macroeconomic factors. This trend is likely to continue as the market becomes more established and the demand for live streaming gaming content continues to grow.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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