Games Live Streaming - CIS

  • CIS
  • In CIS, the Games Live Streaming market market is forecasted to achieve a revenue of US$301.00m by 2024.
  • The revenue is anticipated to demonstrate a Compound Annual Growth Rate (CAGR 2024-2029) of 6.15%, leading to an estimated market volume of US$405.70m by 2029.
  • Within the Games Live Streaming market market, the user count is projected to reach 0.00 by 2029.
  • User penetration is set to remain at 0.00 in 2024 and is projected to reach 0.00 by 2029.
  • When compared globally, the highest revenue will be generated in China, amounting to US$2,581.00m in 2024.
  • The Average Revenue Per User (ARPU) in the Games Live Streaming market market is expected to be 0.00 in 2024.
  • In CIS, the Games Live Streaming market is experiencing rapid growth fueled by increasing internet penetration and a growing interest in esports.

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

 
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Analyst Opinion

The Games Live Streaming market in CIS is experiencing significant growth and development due to increasing customer preferences for online gaming and the rise of esports in the region.

Customer preferences:
Customers in CIS countries are increasingly turning to online gaming as a form of entertainment. The convenience and accessibility of playing games online has led to a growing demand for live streaming platforms that allow gamers to watch and interact with their favorite streamers and esports events. This trend is driven by the younger generation who are more tech-savvy and spend a significant amount of their leisure time playing video games.

Trends in the market:
The Games Live Streaming market in CIS is witnessing a surge in popularity, with more gamers and viewers joining the community. The rise of esports tournaments and professional gaming leagues has contributed to the growth of live streaming platforms, as fans want to watch their favorite teams and players compete in real-time. These platforms also provide a space for gamers to connect with each other, share tips and strategies, and build a sense of community.

Local special circumstances:
CIS countries have a strong gaming culture, with a large number of gamers and esports enthusiasts. This has created a favorable environment for the development of the Games Live Streaming market. Additionally, the region has a relatively young population, which is more likely to engage in online gaming and follow esports events. The popularity of live streaming platforms is further fueled by the widespread availability of high-speed internet and affordable smartphones, making it easier for people to access and participate in the gaming community.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in CIS is also influenced by macroeconomic factors. The region has experienced steady economic growth in recent years, which has led to an increase in disposable income and a higher purchasing power among consumers. This has allowed more people to invest in gaming equipment and accessories, as well as subscriptions to live streaming platforms. Furthermore, the COVID-19 pandemic has accelerated the adoption of online gaming and live streaming, as people are spending more time at home and looking for entertainment options. In conclusion, the Games Live Streaming market in CIS is thriving due to customer preferences for online gaming, the rise of esports, and the favorable local circumstances in the region. The increasing popularity of live streaming platforms is driven by the younger generation, who are avid gamers and esports fans. The growth of the market is further supported by the availability of high-speed internet and affordable smartphones. The macroeconomic factors, such as economic growth and the impact of the COVID-19 pandemic, have also contributed to the development of the market.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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