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.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
The Games Live Streaming market in Bulgaria has seen significant growth in recent years, driven by the increasing popularity of online gaming and the rise of esports.
Customer preferences: Bulgarian consumers have shown a strong preference for live streaming platforms that offer a wide variety of gaming content, including both competitive esports events and casual gameplay. They value high-quality video streaming, interactive features such as live chat, and the ability to watch their favorite gamers and streamers in real-time. In addition, Bulgarian gamers are also interested in participating in live streaming themselves, either as content creators or as viewers of their peers' streams.
Trends in the market: One of the key trends in the Games Live Streaming market in Bulgaria is the growing number of local streamers and esports teams. Bulgarian gamers are increasingly embracing live streaming as a way to showcase their skills and connect with a wider audience. This trend has been supported by the availability of affordable streaming equipment and platforms that make it easy for anyone to start their own channel. As a result, the market has become more diverse and competitive, with a wide range of content available for viewers to choose from. Another trend in the market is the increasing integration of live streaming with social media platforms. Bulgarian gamers are highly active on social media, and many streamers use platforms such as Facebook and Instagram to promote their streams and engage with their audience. This integration allows for greater visibility and reach, as well as the potential for monetization through sponsorships and partnerships.
Local special circumstances: Bulgaria has a relatively young population, with a high percentage of gamers among its youth. This demographic factor has contributed to the growth of the Games Live Streaming market, as young Bulgarians are more likely to be early adopters of new technologies and trends. Additionally, the relatively low cost of internet access in Bulgaria has made it more accessible for gamers to engage in live streaming activities.
Underlying macroeconomic factors: The growth of the Games Live Streaming market in Bulgaria is also influenced by broader macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to increased disposable income among consumers. This has allowed more people to invest in gaming equipment and accessories, as well as subscribe to streaming platforms or donate to their favorite streamers. Furthermore, the increasing availability of high-speed internet and the expansion of mobile networks have made it easier for Bulgarian gamers to access and engage with live streaming content.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Nov 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights