Games Live Streaming - Central Asia

  • Central Asia
  • In Central Asia, revenue in the Games Live Streaming market market is projected to reach US$44.74m in 2025.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 4.48%, leading to a projected market volume of US$53.32m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market withCentral_Asia is anticipated to amount to 13.2m users.
  • User penetration will be 13.4% in 2025 and is expected to rise to 15.6% by 2029.
  • In a global context, the majority of revenue will be generated China, amounting to US$2,918.00m in 2025.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Central Asia is projected to reach US$4.15 in 2025.
  • In Central Asia, the Games Live Streaming market is experiencing rapid growth, driven by increasing internet penetration and a surge in youth engagement with esports.

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

 
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Analyst Opinion

The Games Live Streaming market in Central Asia is witnessing significant growth and development in recent years.

Customer preferences:
In Central Asia, there is a growing demand for Games Live Streaming services among the younger population. The region has a large youth population who are avid gamers and are increasingly interested in watching live streams of their favorite games. The convenience of being able to watch live streams from the comfort of their own homes or on their mobile devices appeals to this tech-savvy generation. Additionally, the interactive nature of live streaming allows viewers to engage with their favorite streamers and fellow viewers through chat functions, creating a sense of community and social interaction.

Trends in the market:
One of the key trends in the Games Live Streaming market in Central Asia is the rise of local streamers and content creators. As the market continues to grow, more individuals are pursuing careers as professional streamers, attracting a dedicated fan base and monetizing their content through sponsorships and donations. This trend is fueled by the increasing availability of high-speed internet and the accessibility of streaming platforms, which allow aspiring streamers to easily share their gameplay experiences with a global audience. Another trend in the market is the emergence of esports tournaments and events in Central Asia. Esports has gained significant popularity in recent years, and Central Asia is no exception. The region has seen the rise of local esports teams and the hosting of international tournaments, attracting both local and international viewers. Games Live Streaming platforms play a crucial role in broadcasting these events to a wider audience, further driving the demand for live streaming services in the region.

Local special circumstances:
Central Asia has a unique cultural and linguistic diversity, with each country having its own distinct traditions and preferences. This diversity is reflected in the Games Live Streaming market, as streamers and content creators often cater to specific local audiences. Streamers who can connect with viewers on a cultural and linguistic level are more likely to attract a loyal following. Additionally, the availability of local payment methods and localized content can also influence customer preferences in the region.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Central Asia can be attributed to several macroeconomic factors. Firstly, the increasing penetration of smartphones and internet connectivity has made live streaming more accessible to a larger audience. Additionally, the region's growing middle class and disposable income have contributed to the willingness of consumers to spend on entertainment services such as Games Live Streaming. Furthermore, the rise of digital advertising and sponsorships in the gaming industry has provided streamers with additional revenue streams, further driving the growth of the market. In conclusion, the Games Live Streaming market in Central Asia is experiencing significant growth and development due to the preferences of the younger population, the rise of local streamers, the emergence of esports events, and the region's unique cultural and linguistic diversity. These trends are supported by underlying macroeconomic factors such as increasing internet penetration, growing disposable income, and the rise of digital advertising. As the market continues to evolve, it presents new opportunities for both streamers and viewers in Central Asia.

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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