Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Media
  4. Games

Games Live Streaming - Benelux

Benelux
  • In Benelux, revenue in the Games Live Streaming market market is projected to reach US$242.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.19%, resulting in a projected market volume of US$326.80m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market in Benelux is expected to amount to 8.2m users.
  • User penetration in this market will be 20.2% in 2024 and is anticipated to increase to 27.1% by 2029.
  • In global comparison, most revenue will be generated China with US$2.58bn in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Benelux is projected to amount to US$39.93 in 2024.
  • In the Benelux region, the Games Live Streaming market is witnessing a surge in engagement as local gamers increasingly embrace interactive content and community-driven experiences.

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 Benelux has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the rise of esports.

    Customer preferences:
    In Benelux, there is a strong demand for Games Live Streaming, with a large and active gaming community. Gamers in the region enjoy watching live streams of their favorite games, as it allows them to learn new strategies, follow professional players, and engage with other gaming enthusiasts. The convenience of being able to watch live streams from the comfort of their own homes or on the go has made it a preferred choice for many gamers in Benelux.

    Trends in the market:
    One of the key trends in the Games Live Streaming market in Benelux is the growing number of professional esports teams and tournaments. Esports has gained significant traction in recent years, with professional players competing in popular games like League of Legends, Counter-Strike: Global Offensive, and Dota 2. The rise of esports has created a demand for live streaming platforms that allow fans to watch their favorite teams and players in action. Another trend in the market is the emergence of local gaming influencers and streamers. These individuals have gained a large following by streaming their gameplay and providing commentary and entertainment to their viewers. Many gamers in Benelux prefer to watch streams from local influencers, as they can relate to their language, culture, and gaming preferences.

    Local special circumstances:
    One of the unique aspects of the Games Live Streaming market in Benelux is the multilingual nature of the region. Benelux is comprised of three countries – Belgium, the Netherlands, and Luxembourg – each with its own official language(s) and cultural nuances. This diversity presents both challenges and opportunities for live streaming platforms and content creators. Platforms that offer multilingual support and cater to the specific preferences of each country are more likely to succeed in the market.

    Underlying macroeconomic factors:
    The growth of the Games Live Streaming market in Benelux can be attributed to several macroeconomic factors. Firstly, the region has a high internet penetration rate and a strong digital infrastructure, which makes it easier for gamers to access live streaming platforms. Additionally, the increasing affordability of high-quality gaming equipment and internet connections has made it more accessible for individuals to participate in online gaming and watch live streams. Furthermore, the COVID-19 pandemic has had a significant impact on the Games Live Streaming market in Benelux. With people spending more time at home due to lockdowns and social distancing measures, there has been a surge in online gaming and live streaming activities. This has created new opportunities for live streaming platforms and content creators to engage with a larger audience and monetize their content. In conclusion, the Games Live Streaming market in Benelux is experiencing growth due to the increasing popularity of online gaming, the rise of esports, and the demand for local influencers. The multilingual nature of the region and the underlying macroeconomic factors, such as high internet penetration and the impact of the COVID-19 pandemic, are also contributing to the market's development.

    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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    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

    Contact

    Get in touch with us. We are happy to help.