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Games Live Streaming - Denmark

Denmark
  • In Denmark, revenue in the Games Live Streaming market is projected to reach US$89.52m in 2025.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 5.16%, leading to a projected market volume of US$109.46m by 2029.
  • The number of users in the Games Live Streaming market in Denmark is anticipated to reach 1.7m users by 2029.
  • User penetration in Denmark is expected to be 22.9% in 2025, increasing to 28.1% by 2029.
  • In a global context, the highest revenue will be generated China, with a figure of US$2.92bn in 2025.
  • The average revenue per user (ARPU) in the Games Live Streaming market in Denmark is projected to amount to US$65.49 in 2025.
  • Denmark's Games Live Streaming market is witnessing a surge in interactive content, reflecting a growing preference for immersive viewer experiences among local audiences.

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: Jan 2025

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Analyst Opinion

    The Games Live Streaming Market in Denmark has witnessed substantial growth, fueled by factors like rising internet penetration, increased engagement in esports, and the popularity of interactive content that enhances viewer experiences among gamers and audiences alike.

    Customer preferences:
    Consumers in Denmark are increasingly gravitating towards immersive and interactive gaming experiences, reflecting a growing preference for community-driven content and social engagement. This shift is evident in the rising popularity of live streaming platforms that facilitate real-time interaction between streamers and audiences. Additionally, younger demographics are embracing diverse gaming genres, leading to a surge in niche content and events, such as localized esports tournaments that foster a sense of belonging and cultural identity among gamers.

    Trends in the market:
    In Denmark, the Games Live Streaming market is experiencing a significant surge, driven by a heightened demand for interactive gaming experiences that prioritize community engagement. The rise of platforms like Twitch and YouTube Gaming has enabled real-time connections between gamers and their audiences, fostering vibrant communities. Furthermore, the increasing popularity of niche genres and localized esports events is cultivating cultural identity among players. This trend not only enhances viewer engagement but also presents new monetization opportunities for content creators and brands, reshaping the landscape for industry stakeholders.

    Local special circumstances:
    In Denmark, the Games Live Streaming market is thriving, influenced by the nation’s strong emphasis on digital innovation and high internet penetration rates. The local culture embraces gaming as a social activity, with community events and esports tournaments fostering collective engagement. Additionally, Denmark's regulatory environment encourages fair play and inclusivity, promoting a healthy gaming ecosystem. This unique blend of cultural appreciation and supportive policies not only enhances viewer loyalty but also attracts brands seeking to connect with engaged audiences, shaping a distinct market dynamic.

    Underlying macroeconomic factors:
    The Games Live Streaming market in Denmark is significantly shaped by macroeconomic factors such as the robust digital economy, high consumer spending on entertainment, and supportive fiscal policies. Denmark’s commitment to digital infrastructure and innovation fosters a conducive environment for live streaming platforms to thrive. Furthermore, the nation’s stable economic health, characterized by low unemployment and strong GDP growth, boosts disposable income, enabling consumers to invest in gaming and streaming services. Global trends, such as the rise of esports and mobile gaming, also play a pivotal role in expanding viewership and engagement, ultimately driving market performance and attracting investment from brands eager to capitalize on this dynamic landscape.

    Users

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Jan 2025

    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: Jan 2025

    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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