Games Live Streaming - Eastern Europe

  • Eastern Europe
  • Revenue in the Games Live Streaming market market in Eastern Europe is forecasted to reach US$352.40m in 2024.
  • The market is expected to experience a Compound Annual Growth Rate (CAGR 2024-2029) of 6.29%, leading to a projected market volume of US$478.10m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market in Eastern Europe is anticipated to reach 62.0m users.
  • User penetration is projected to be 19.1% in 2024 and is forecasted to increase to 26.4% by 2029.
  • When compared globally, in China is expected to generate the highest revenue in the market, amounting to US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market is estimated to be US$7.75 in 2024.
  • In Eastern Europe, the Games Live Streaming market in Poland shows significant growth potential fueled by a tech-savvy population and increasing internet penetration.

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

 
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Analyst Opinion

The Games Live Streaming market in Eastern Europe is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors are all contributing to this expansion.

Customer preferences in Eastern Europe are shifting towards online gaming and live streaming. With the increasing popularity of video games and esports, more people are seeking ways to watch and engage with their favorite games and players. Live streaming platforms provide an interactive and immersive experience, allowing viewers to watch gameplay in real-time, chat with other viewers, and even participate in tournaments.

This preference for online gaming and live streaming is driving the demand for Games Live Streaming services in Eastern Europe. Trends in the market further support the growth of Games Live Streaming in Eastern Europe. The region has seen a rise in the number of professional esports teams and tournaments, attracting a large audience of gaming enthusiasts.

This has created a demand for platforms that can provide high-quality live streaming of these events. Additionally, the increasing availability of high-speed internet and the proliferation of smartphones have made it easier for people to access and watch live streams on the go. These trends are fueling the expansion of the Games Live Streaming market in Eastern Europe.

Local special circumstances also contribute to the development of the Games Live Streaming market in Eastern Europe. The region has a strong gaming culture, with a large number of avid gamers and esports enthusiasts. This has created a fertile ground for the growth of live streaming platforms, as there is a ready audience that is eager to watch and engage with gaming content.

Furthermore, Eastern Europe has a relatively young population, which is more likely to be tech-savvy and open to new forms of entertainment. These factors make the region an attractive market for Games Live Streaming services. Underlying macroeconomic factors also play a role in the growth of the Games Live Streaming market in Eastern Europe.

The region has been experiencing steady economic growth, which has led to an increase in disposable income and spending power. As a result, more people are willing to invest in gaming and entertainment, including subscribing to live streaming platforms. Additionally, the COVID-19 pandemic has further accelerated the adoption of online gaming and live streaming, as people have been spending more time at home and seeking virtual forms of entertainment.

These macroeconomic factors provide a favorable environment for the expansion of the Games Live Streaming market in Eastern Europe. In conclusion, the Games Live Streaming market in Eastern Europe is developing rapidly due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. As more people in the region embrace online gaming and live streaming, the demand for Games Live Streaming services is expected to continue growing.

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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