Games Live Streaming - Central & Western Europe

  • Central & Western Europe
  • Revenue in the Games Live Streaming market market in Central & Western Europe is forecasted to reach US$2.16bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.14%, leading to a projected market volume of US$2.91bn by 2029.
  • By 2029, the number of users in the Games Live Streaming market market is expected to reach 126.7m users.
  • User penetration is set to be at 27.9% in 2024 and is projected to increase to 37.8% by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market is estimated to be US$23.05 in 2024.
  • In Central & Western Europe, Germany's Games Live Streaming market is experiencing a surge in viewer engagement and sponsorships, driving revenue growth for content creators.

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

 
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Analyst Opinion

The Games Live Streaming market in Central & Western Europe has been experiencing significant growth in recent years. Customer preferences for interactive and immersive gaming experiences, coupled with advancements in technology and increased internet penetration, have contributed to the expansion of this market.

Customer preferences:
Customers in Central & Western Europe have shown a strong preference for interactive and immersive gaming experiences. They are increasingly seeking platforms that allow them to engage with other players in real-time and share their gaming experiences with a wider audience. Games Live Streaming provides them with the opportunity to do so, enabling them to watch and participate in live gaming sessions, interact with streamers, and even join multiplayer games. This preference for interactive and social gaming experiences has been a key driver of the growth in the Games Live Streaming market in this region.

Trends in the market:
One of the key trends in the Games Live Streaming market in Central & Western Europe is the rise of professional gaming and eSports. The popularity of eSports tournaments and competitions has been steadily increasing, attracting a large audience of gaming enthusiasts. This has created a demand for platforms that allow users to watch these tournaments live and interact with professional gamers. Games Live Streaming platforms have capitalized on this trend by offering dedicated channels and features for eSports content, further fueling the growth of the market. Another trend in the market is the increasing integration of social media and gaming platforms. Many Games Live Streaming platforms now allow users to connect their social media accounts and share their gaming experiences with their friends and followers. This integration has not only expanded the reach of Games Live Streaming content but has also made it more accessible to a wider audience. Additionally, the ability to interact with streamers and fellow gamers through chat features and comments has enhanced the social aspect of gaming, further driving the popularity of Games Live Streaming in Central & Western Europe.

Local special circumstances:
Central & Western Europe has a strong gaming culture, with a large number of dedicated gamers and gaming communities. This has created a favorable environment for the growth of the Games Live Streaming market in the region. Additionally, the presence of well-established gaming events and conventions has provided a platform for streamers and gamers to showcase their skills and attract a larger audience. The support and recognition from the gaming community have further contributed to the development of the Games Live Streaming market in Central & Western Europe.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Central & Western Europe is also influenced by underlying macroeconomic factors. The region has a high internet penetration rate, with a large percentage of the population having access to high-speed internet. This has enabled more people to engage in online gaming and participate in Games Live Streaming activities. Furthermore, the region has a strong economy and disposable income, allowing gamers to invest in high-quality gaming equipment and subscriptions to Games Live Streaming platforms. The combination of these factors has created a conducive environment for the growth of the market. In conclusion, the Games Live Streaming market in Central & Western Europe is experiencing significant growth due to customer preferences for interactive and immersive gaming experiences, the rise of professional gaming and eSports, the integration of social media and gaming platforms, the strong gaming culture in the region, high internet penetration, and a strong economy. These factors have contributed to the expansion of the market and are expected to continue driving its growth in the future.

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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