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Games Live Streaming - Eastern Asia

Eastern Asia
  • In Eastern Asia, revenue in the Games Live Streaming market market is projected to reach US$4.40bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.70%, leading to a projected market volume of US$6.09bn by 2029.
  • Within the Games Live Streaming market market in Eastern Asia, the number of users is anticipated to amount to 682.2m users by 2029.
  • User penetration will be 30.1% in 2024 and is expected to rise to 42.0% by 2029.
  • In a global context, most revenue will be generated China, with an expected figure of US$2.58bn in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Eastern Asia is projected to be US$8.95 in 2024.
  • In Eastern Asia, particularly in South Korea, the Games Live Streaming market is witnessing a surge in interactive viewer engagement, enhancing community-driven experiences.

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 Eastern Asia is experiencing significant growth and development.

    Customer preferences:
    Customers in Eastern Asia have shown a strong preference for Games Live Streaming as a form of entertainment. The convenience and accessibility of live streaming platforms have made it increasingly popular among gamers and viewers alike. The ability to watch professional gamers compete in real-time and interact with them through chat features has created a unique and engaging experience for users. Additionally, the rise of esports has further fueled the demand for Games Live Streaming, as viewers can watch their favorite teams and players compete in tournaments from the comfort of their own homes.

    Trends in the market:
    One of the key trends in the Games Live Streaming market in Eastern Asia is the emergence of local streaming platforms. While global platforms like Twitch have a strong presence in the region, local platforms have gained traction by catering to the specific preferences of Eastern Asian viewers. These platforms often offer localized content, language options, and cultural features that resonate with the local audience. This trend has led to increased competition in the market, with both global and local platforms vying for viewership and market share. Another trend in the market is the integration of mobile gaming and live streaming. Eastern Asia is known for its mobile gaming culture, and the combination of mobile gaming and live streaming has created a new wave of opportunities. Mobile gaming live streaming allows users to showcase their gameplay and interact with viewers directly from their smartphones. This trend has attracted a younger demographic and expanded the reach of Games Live Streaming to a wider audience.

    Local special circumstances:
    Eastern Asia has a vibrant gaming culture, with a large number of avid gamers and esports enthusiasts. This cultural context has contributed to the growth of the Games Live Streaming market in the region. Additionally, the region is home to some of the world's largest esports events and tournaments, which further drives the demand for live streaming platforms. The popularity of gaming and esports in Eastern Asia creates a fertile ground for the development and expansion of the Games Live Streaming market.

    Underlying macroeconomic factors:
    The rapid growth of internet infrastructure and smartphone penetration in Eastern Asia has played a significant role in the development of the Games Live Streaming market. With a large population and increasing internet connectivity, the region offers a vast potential audience for live streaming platforms. Furthermore, the rise of disposable income and the increasing popularity of online entertainment have contributed to the market's growth. As more people in Eastern Asia have the means and desire to engage in gaming and esports, the demand for Games Live Streaming continues to rise.

    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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