Games Live Streaming - Canada

  • Canada
  • In Canada, revenue in the Games Live Streaming market market is projected to reach US$271.60m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.04%, leading to a projected market volume of US$364.10m by 2029.
  • Within the Canadian Games Live Streaming market market, the number of users is anticipated to reach 9.0m users by 2029.
  • User penetration in Canada will be 17.1% in 2024 and is forecasted to rise to 22.2% by 2029.
  • In a global context, the majority of revenue will be generated China, which is projected to generate US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in Canada's Games Live Streaming market market is projected to amount to US$40.60 in 2024.
  • In Canada, the Games Live Streaming market is increasingly characterized by the rise of localized content, catering to diverse gaming communities and preferences.

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

 
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Analyst Opinion

The Games Live Streaming market in Canada has been experiencing significant growth in recent years.

Customer preferences:
Customers in Canada have shown a strong preference for live streaming games as it allows them to watch their favorite games and tournaments in real-time from the comfort of their own homes. The convenience and accessibility of live streaming platforms have made it a popular choice among gaming enthusiasts in the country. Additionally, the ability to interact with other viewers and the streamer through chat features has further enhanced the overall experience for customers.

Trends in the market:
One of the key trends in the Games Live Streaming market in Canada is the increasing popularity of esports. Esports tournaments and competitions have gained a massive following in the country, with a growing number of viewers tuning in to watch their favorite teams and players compete. This has led to a surge in demand for live streaming platforms that cater specifically to esports, further driving the growth of the market. Another trend in the market is the rise of influencer streaming. Many popular gamers and content creators in Canada have built a large following on platforms like Twitch and YouTube, where they live stream their gaming sessions and interact with their audience. This has created a new form of entertainment and has attracted a dedicated fan base, contributing to the growth of the Games Live Streaming market.

Local special circumstances:
Canada has a thriving gaming industry, with a large number of game developers and studios based in the country. This has created a strong gaming culture and community, which in turn has fueled the demand for live streaming platforms. The presence of local game developers and studios also means that there are a significant number of Canadian gamers who are actively involved in creating and playing games, further driving the demand for live streaming.

Underlying macroeconomic factors:
The increasing availability of high-speed internet and advancements in technology have played a crucial role in the growth of the Games Live Streaming market in Canada. With faster internet connections, customers can now stream games seamlessly without any lag or buffering issues, enhancing the overall viewing experience. Moreover, the affordability and accessibility of smartphones and other devices have made it easier for customers to access live streaming platforms on the go. In conclusion, the Games Live Streaming market in Canada has experienced significant growth due to customer preferences for convenience and accessibility, the rising popularity of esports, the emergence of influencer streaming, the strong gaming culture in the country, and underlying macroeconomic factors such as improved internet connectivity and technological advancements.

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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