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Games Live Streaming - CIS

CIS
  • In the CIS region, revenue in the Games Live Streaming market market is projected to reach US$301.00m in 2024.
  • Revenue in this area is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.15%, leading to a projected market volume of US$405.70m by 2029.
  • Additionally, the number of users in the Games Live Streaming market market within the CIS is anticipated to reach 59.6m users by 2029.
  • User penetration in the CIS will be 18.1% in 2024 and is expected to increase to 24.3% by 2029.
  • In a global context, the majority of revenue will be generated China, which is projected to reach US$2.58bn in 2024.
  • Furthermore, the average revenue per user (ARPU) in the Games Live Streaming market market in the CIS is projected to amount to US$6.85 in 2024.
  • In the CIS region, the Games Live Streaming market is witnessing a surge in user engagement, driven by an increasing interest in esports and interactive content.

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.

In-Scope

  • Live streaming advertising, such as ads on Twitch
  • Consumer spending on platforms, such as subscriptions or donations to streamers on e.g. Twitch
  • Sponsorships for special status of streamers, such as being a Twitch partnered streamer
  • Live streaming of non-related gaming content, such as In Real Life content on Twitch, e.g. cooking

Out-Of-Scope

  • Live streaming TV content, such as television streams
  • Any form of live streams not provided on gaming streaming platforms (Twitch, YouTube Gaming, Facebook Gaming, etc.), such as Instagram or TikTok live streams
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    Live streaming - statistics & facts

    Live video content is no longer a novelty. In the entertainment industry, the popularity of live streaming as a format has been linked to the gaming world. Almost thirty percent of internet users worldwide watched live streaming content weekly in the last quarter of 2023. Breaking news and sports were the most popular categories of livestream videos among U.S. audiences as of March 2024.
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