Games Live Streaming - Eastern Asia

  • Eastern Asia
  • Revenue in the Games Live Streaming market market in Eastern Asia is forecasted to reach US$4.40bn in 2024.
  • The market is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.72%, leading to a projected market volume of US$6.09bn by 2029.
  • By 2029, the number of users in the Games Live Streaming market market in Eastern Asia is expected to reach 0.7bn users.
  • User penetration is set to be 30.1% in 2024 and is projected to increase to 42.0% by 2029.
  • In comparison worldwide, the majority of revenue will originate from in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Eastern Asia is estimated to be US$8.95 in 2024.
  • In South Korea, the Games Live Streaming market is booming, with a surge in viewership and a rise in esports tournaments attracting a significant audience.

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

 
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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.

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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