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

Games Live Streaming - Eastern Europe

Eastern Europe
  • In Eastern Europe, revenue in the Games Live Streaming market market is projected to reach US$352.40m in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 6.29%, resulting in a projected market volume of US$478.10m by 2029.
  • The number of users in the Games Live Streaming market market in Eastern Europe is expected to amount to 62.0m users by 2029.
  • User penetration in Eastern Europe will be 19.1% in 2024 and is expected to hit 26.4% by 2029.
  • In global comparison, most revenue in the Games Live Streaming market market will be generated China (US$2.58bn in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Eastern Europe is projected to amount to US$7.75 in 2024.
  • In Eastern Europe, the Games Live Streaming market is experiencing a surge in popularity as local gamers increasingly engage with international esports competitions.

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 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.

    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.