Games Live Streaming - BRICS

  • BRICS
  • In Brazil, revenue in the Games Live Streaming market market is projected to reach US$3.72bn in 2025.
  • Revenue Brazil is expected to show an annual growth rate (CAGR 2025-2029) of 4.70%, resulting in a projected market volume of US$4.47bn by 2029.
  • In Brazil, the number of users in the Games Live Streaming market market is expected to amount to 0.8bn users by 2029.
  • User penetration Brazil will be 20.5% in 2025 and is expected to hit 24.6% by 2029.
  • In global comparison, most revenue in the Games Live Streaming market market will be generated China (US$2,918.00m in 2025).
  • The average revenue per user (ARPU) in the Games Live Streaming market market Brazil is projected to amount to US$5.47 in 2025.
  • As Brazil's gaming culture thrives, the demand for live streaming platforms has surged, reflecting a burgeoning appetite for interactive entertainment among its youth.

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

 
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Analyst Opinion

The Games Live Streaming market in BRICS is experiencing significant growth and development. Customer preferences for convenient and immersive gaming experiences, coupled with the increasing popularity of esports, are driving this trend.

Customer preferences:
Customers in BRICS countries have shown a strong preference for convenient and on-demand entertainment options. The ability to watch live game streams from the comfort of their own homes or on their mobile devices is highly appealing to gamers. Additionally, the interactive nature of live streaming platforms allows viewers to engage with streamers and other viewers, creating a sense of community and social connection.

Trends in the market:
One of the key trends in the Games Live Streaming market in BRICS is the rise of esports. Esports refers to competitive video gaming, where professional players compete against each other in popular games. Esports tournaments and events attract millions of viewers, both online and offline. The demand for live streaming platforms to broadcast these events has surged, leading to the growth of the market. Another trend is the increasing number of gamers who are becoming streamers themselves. With the rise of platforms like Twitch and YouTube Gaming, gamers can easily start their own live streaming channels and share their gameplay with a global audience. This trend has created a new wave of content creators and influencers within the gaming community.

Local special circumstances:
In Brazil, the largest country in the BRICS group, the Games Live Streaming market is particularly vibrant. Brazil has a large and passionate gaming community, and the country has hosted several major esports events. The popularity of live streaming platforms in Brazil can be attributed to the country's strong gaming culture and the presence of local gaming celebrities who have gained a significant following through their live streams. In Russia, the Games Live Streaming market is also thriving. The country has a rich history of gaming and a large number of dedicated gamers. Russian streamers have gained popularity not only within the country but also internationally, attracting viewers from around the world. The Russian government has also recognized the potential of the esports industry and has taken steps to support its growth.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in BRICS can be attributed to several underlying macroeconomic factors. The increasing internet penetration and access to high-speed internet in these countries have made it easier for gamers to stream and watch live game content. Additionally, the rising disposable incomes in BRICS countries have allowed more people to invest in gaming equipment and subscriptions to live streaming platforms. Furthermore, the COVID-19 pandemic has played a role in driving the growth of the market. With people spending more time at home, the demand for entertainment options, including live game streaming, has surged. The pandemic has also led to the cancellation of many physical esports events, further driving the popularity of online live streaming platforms. In conclusion, the Games Live Streaming market in BRICS is experiencing significant growth and development due to customer preferences for convenient and immersive gaming experiences, the rise of esports, local special circumstances, and underlying macroeconomic factors. The market is expected to continue to expand as more gamers and viewers embrace live streaming as a form of entertainment.

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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