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Games Live Streaming - Belgium

Belgium
  • In Belgium, revenue in the Games Live Streaming market market is projected to reach US$97.03m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.43%, leading to a projected market volume of US$132.50m by 2029.
  • Within this market in Belgium, the number of users is anticipated to reach 3.7m users by 2029.
  • User penetration in Belgium will be 22.8% in 2024 and is expected to increase to 31.0% by 2029.
  • In a global context, the highest revenue will be generated China, amounting to US$2.58bn in 2024.
  • The average revenue per user (ARPU) in Belgium's Games Live Streaming market market is projected to be US$36.28 in 2024.
  • In Belgium, the Games Live Streaming market is increasingly dominated by local platforms that cater to the unique preferences of Belgian gamers.

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

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

    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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    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.
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