Games Live Streaming - Belgium

  • Belgium
  • Revenue in the Games Live Streaming market is projected to reach US$97.03m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.43%, resulting in a projected market volume of US$132.50m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 3.7m users by 2029.
  • User penetration will be 22.8% in 2024 and is expected to hit 31.0% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$36.28 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Belgium has experienced significant growth in recent years, driven by changing customer preferences and advancements in technology.

Customer preferences:
Belgian consumers have shown a growing interest in live streaming games, as it allows them to watch their favorite games and players in real-time from the comfort of their own homes. This is particularly appealing to younger demographics who are avid gamers themselves and enjoy the interactive and immersive nature of live streaming. Additionally, the convenience of being able to watch games on-demand and the ability to interact with other viewers through chat features has further contributed to the popularity of live streaming platforms.

Trends in the market:
One of the key trends in the Games Live Streaming market in Belgium is the rise of professional esports leagues and tournaments. Esports has gained significant traction globally, and Belgium is no exception. The increasing number of professional esports events has created a demand for live streaming platforms that can provide high-quality broadcasts and engaging content to viewers. This has led to partnerships between live streaming platforms and esports organizations, further driving the growth of the market. Another trend in the market is the integration of social media platforms with live streaming. Many live streaming platforms now allow users to share their favorite moments from games on social media, which has helped to increase awareness and reach of live streaming content. This integration has also enabled live streaming platforms to target a wider audience and attract new viewers who may not have been previously exposed to the concept of live streaming games.

Local special circumstances:
Belgium has a strong gaming culture, with a significant number of gamers and esports enthusiasts. The country has a thriving esports scene, with professional teams and players participating in international tournaments. This has created a local demand for live streaming platforms that can cater to the specific needs and preferences of Belgian gamers. Additionally, the country's relatively small size and high internet penetration rate make it an ideal market for live streaming platforms to expand their services.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Belgium is also influenced by underlying macroeconomic factors. The increasing availability of high-speed internet and the widespread adoption of smartphones and other connected devices have made it easier for consumers to access and engage with live streaming content. Furthermore, the rising disposable incomes and changing lifestyles of Belgian consumers have contributed to the growth of the market, as more people are willing to spend money on entertainment and leisure activities. In conclusion, the Games Live Streaming market in Belgium is experiencing significant growth due to changing customer preferences, the rise of professional esports, integration with social media platforms, and the country's strong gaming culture. These trends, combined with underlying macroeconomic factors, have created a favorable environment for the development and expansion of the live streaming market in Belgium.

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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