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Games Live Streaming - Baltics

Baltics
  • In the Baltics, revenue in the Games Live Streaming market market is projected to reach US$23.55m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.78%, leading to a projected market volume of US$32.69m by 2029.
  • In this market, the number of users in the Baltics is anticipated to reach 1.2m users by 2029.
  • User penetration is forecasted to be 15.2% in 2024 and is expected to increase to 22.1% by 2029.
  • In a global context, the majority of revenue will be generated China, with a figure of US$2.58bn in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market within the Baltics is projected to be US$26.54 in 2024.
  • In the Baltics, the Games Live Streaming market is rapidly evolving, driven by increasing digital engagement and a youthful, tech-savvy population.

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 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.

    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.

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    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

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