Games Live Streaming - D-A-CH

  • D-A-CH
  • The revenue in the Games Live Streaming market market in D-A-CH is forecasted to reach US$0.70bn in 2024.
  • This revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.85%, leading to a projected market volume of US$0.93bn by 2029.
  • By 2029, the number of users in the Games Live Streaming market market in D-A-CH is expected to reach 0.00.
  • User penetration is projected to be 0.00 in 2024 and is forecasted to reach 0.00 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 in D-A-CH is projected to be 0.00 in 2024.
  • The Games Live Streaming market in Germany is experiencing a surge in viewer engagement, driving growth in the Media market.

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

 
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Region
 
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Analyst Opinion

The Games Live Streaming market in D-A-CH, consisting of Germany, Austria, and Switzerland, is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this growth.

Customer preferences in the D-A-CH region are shifting towards online gaming and live streaming. With the increasing popularity of esports and the rise of professional gaming, more and more people are turning to live streaming platforms to watch their favorite games and players in action. This preference for online gaming and live streaming is driven by the convenience and accessibility of these platforms, allowing users to watch and interact with their favorite content from the comfort of their own homes.

Trends in the Games Live Streaming market in D-A-CH are also contributing to its development. One prominent trend is the emergence of local gaming influencers and streamers. These individuals have gained a significant following and have become influential figures in the gaming community.

Their live streams attract a large audience, and their endorsements and sponsorships contribute to the growth of the market. Additionally, there is a growing demand for high-quality streaming services, with viewers expecting seamless and immersive experiences. This trend has led to advancements in technology and infrastructure to support the increasing demand for live streaming.

Local special circumstances in the D-A-CH region further contribute to the development of the Games Live Streaming market. Germany, Austria, and Switzerland have a strong gaming culture, with a large population of gamers and gaming enthusiasts. This cultural affinity for gaming creates a fertile ground for the growth of the live streaming market.

Furthermore, the D-A-CH region has a high level of internet penetration and access to high-speed internet, which is essential for a smooth live streaming experience. This favorable infrastructure supports the growth of the market and enables a large number of users to engage in live streaming activities. Underlying macroeconomic factors also play a role in the development of the Games Live Streaming market in D-A-CH.

The region has a strong economy, which allows for increased spending power among consumers. This, in turn, leads to higher demand for entertainment and leisure activities, including live streaming. Additionally, the rise of mobile gaming and the increasing popularity of smartphones contribute to the growth of the market.

Mobile devices provide a convenient platform for users to access live streaming services and engage in gaming activities on the go. In conclusion, the Games Live Streaming market in D-A-CH is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards online gaming and live streaming, the emergence of local gaming influencers, the demand for high-quality streaming services, the strong gaming culture, the favorable infrastructure, and the strong economy all contribute to the growth of the market in the D-A-CH region.

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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