Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Media
  4. Games

Games Live Streaming - Denmark

Denmark
  • In Denmark, revenue in the Games Live Streaming market market is projected to reach US$78.75m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.81%, leading to a projected market volume of US$109.50m by 2029.
  • The number of users in the Games Live Streaming market market in Denmark is anticipated to reach 1.7m users by 2029.
  • User penetration in Denmark is expected to be 20.5% in 2024, increasing to 28.1% by 2029.
  • In a global context, the highest revenue will be generated China, with a figure of US$2.58bn in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Denmark is projected to amount to US$64.64 in 2024.
  • 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: Nov 2024

    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: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games Live Streaming market in Denmark has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the rise of eSports.

    Customer preferences:
    Danish consumers are increasingly turning to live streaming platforms to watch their favorite games being played by professional gamers. This allows them to not only enjoy the gameplay, but also to learn new strategies and techniques. Furthermore, the interactive nature of live streaming platforms allows viewers to engage with the streamers and other viewers through chat features, creating a sense of community and social interaction.

    Trends in the market:
    One of the key trends in the Games Live Streaming market in Denmark is the growing number of professional gamers who are streaming their gameplay. These streamers often have large followings and attract a significant number of viewers, who tune in to watch their favorite streamers play and provide commentary. This trend has created opportunities for streamers to monetize their content through advertising, sponsorships, and donations from viewers. Another trend in the market is the increasing popularity of eSports tournaments. Denmark has seen a rise in the number of eSports events, where professional gamers compete against each other in popular games such as League of Legends, Counter-Strike: Global Offensive, and Dota 2. These tournaments are often live streamed, allowing fans to watch the action unfold in real-time. The growth of eSports has also led to the emergence of dedicated eSports live streaming platforms, catering specifically to the gaming community.

    Local special circumstances:
    Denmark has a strong gaming culture, with a high percentage of the population actively participating in gaming activities. This has created a favorable environment for the growth of the Games Live Streaming market, as there is already a large and engaged audience for this type of content. Additionally, Denmark has a well-developed internet infrastructure, which enables smooth and high-quality live streaming experiences for viewers.

    Underlying macroeconomic factors:
    The growth of the Games Live Streaming market in Denmark can be attributed to several underlying macroeconomic factors. Firstly, the increasing availability of high-speed internet and the widespread adoption of smartphones and other connected devices have made it easier for consumers to access live streaming platforms. This has expanded the potential audience for live streaming content and contributed to the market's growth. Secondly, the rise of eSports as a mainstream form of entertainment has attracted significant investment from both sponsors and advertisers. This has led to the development of professional leagues and tournaments, which are often live streamed to a global audience. The revenue generated from these partnerships and sponsorships has further fueled the growth of the Games Live Streaming market in Denmark. In conclusion, the Games Live Streaming market in Denmark is experiencing strong growth due to the increasing popularity of online gaming, the rise of eSports, and the country's well-developed internet infrastructure. Danish consumers are turning to live streaming platforms to watch their favorite games being played by professional gamers, and the market is benefiting from the growing number of professional streamers and the popularity of eSports tournaments.

    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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    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.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.