Games Live Streaming - Croatia

  • Croatia
  • Revenue in Croatia's Games Live Streaming market market is forecasted to reach US$10.45m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.34%, leading to a projected market volume of US$14.21m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market is expected to reach 0.8m users.
  • User penetration is projected to be 14.0% in 2024 and is forecasted to reach 19.8% 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 Croatia's Games Live Streaming market market is projected to be US$18.68 in 2024.
  • Croatia's Games Live Streaming market is rapidly expanding, driven by the country's growing tech-savvy population and increasing demand for interactive entertainment.

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

 
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Analyst Opinion

The Games Live Streaming market in Croatia has experienced significant growth in recent years, driven by the increasing popularity of online gaming and the widespread availability of high-speed internet connections.

Customer preferences:
In Croatia, there is a growing demand for Games Live Streaming services, as more and more gamers are seeking to connect with a wider audience and showcase their skills. The ability to stream gameplay live allows gamers to interact with their viewers in real-time, creating a more immersive and engaging experience. Additionally, viewers can watch their favorite gamers play and learn new strategies, providing entertainment and educational value.

Trends in the market:
One of the key trends in the Games Live Streaming market in Croatia is the rise of local gaming influencers and streamers. These individuals have gained a significant following in the country and have become influential figures in the gaming community. Their popularity has led to increased interest in Games Live Streaming, as viewers seek to connect with these influencers and watch their gameplay. Another trend in the market is the emergence of dedicated gaming platforms and streaming services. These platforms provide a centralized hub for gamers to stream their gameplay and viewers to watch and interact with them. This has made it easier for both gamers and viewers to participate in the Games Live Streaming community, further driving the growth of the market.

Local special circumstances:
Croatia has a vibrant gaming community, with a large number of gamers and gaming enthusiasts. The country also has a strong internet infrastructure, with widespread access to high-speed internet connections. This has created an ideal environment for the growth of the Games Live Streaming market, as gamers and viewers are able to easily connect and engage with each other.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Croatia is also influenced by broader macroeconomic factors. The increasing affordability of smartphones and other mobile devices has made it easier for individuals to access Games Live Streaming platforms on the go. Additionally, the rise of social media and online communities has created a greater sense of connectivity and interaction, driving the demand for live streaming services. In conclusion, the Games Live Streaming market in Croatia is experiencing significant growth due to the increasing popularity of online gaming, the rise of local influencers and streamers, the emergence of dedicated gaming platforms, and the country's strong internet infrastructure. These factors, along with broader macroeconomic trends, have created a favorable environment for 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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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