Games Live Streaming - Estonia

  • Estonia
  • In Estonia, revenue in the Games Live Streaming market market is projected to reach US$4.11m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.08%, leading to a projected market volume of US$5.52m by 2029.
  • Within the Games Live Streaming market market in Estonia, the number of users is anticipated to amount to 216.7k users by 2029.
  • User penetration in Estonia will be 12.1% in 2024 and is forecasted to rise to 16.7% by 2029.
  • In a global context, most revenue will be generated China, amounting to US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Estonia is projected to reach US$25.64 in 2024.
  • In Estonia, the Games Live Streaming segment is rapidly gaining traction among younger audiences, reflecting a growing cultural acceptance of digital entertainment.

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

 
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Analyst Opinion

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

Customer preferences:
Estonian gamers have shown a strong preference for live streaming platforms, as they offer a unique and interactive gaming experience. The ability to watch professional gamers play in real-time, interact with other viewers, and even participate in tournaments has made live streaming a preferred choice for many gamers in Estonia. Additionally, the convenience of being able to access live streams on various devices, such as smartphones, tablets, and gaming consoles, has further contributed to the popularity of this market.

Trends in the market:
One major trend in the Games Live Streaming market in Estonia is the growing number of local content creators who have gained a significant following. These local streamers have successfully built their own communities and have become influencers within the gaming industry. Their unique personalities, entertaining commentary, and skillful gameplay have attracted a loyal fan base, driving viewership and engagement on live streaming platforms. Another trend in the market is the increasing collaboration between game developers and live streaming platforms. Game developers have recognized the marketing potential of live streaming and have started to actively promote their games through partnerships with popular streamers. This not only increases the visibility of new game releases but also provides an opportunity for gamers to get a firsthand look at gameplay and make informed purchasing decisions.

Local special circumstances:
Estonia's strong internet infrastructure and high internet penetration rate have played a crucial role in the growth of the Games Live Streaming market. With reliable and high-speed internet connections available to a large portion of the population, Estonian gamers can easily access and enjoy live streaming platforms without any significant technical barriers. Furthermore, the Estonian gaming community has a strong sense of camaraderie and actively supports local content creators. This support has helped local streamers gain traction and build a dedicated fan base, contributing to the overall growth of the live streaming market in Estonia.

Underlying macroeconomic factors:
Estonia's strong economic growth and high disposable income levels have also contributed to the development of the Games Live Streaming market. As more individuals have the financial means to invest in gaming equipment and subscriptions to live streaming platforms, the market has experienced a boost in demand. Additionally, the COVID-19 pandemic has further accelerated the growth of the Games Live Streaming market in Estonia. With restrictions on social gatherings and limited entertainment options, many individuals turned to online gaming and live streaming as a form of entertainment and social interaction. This increased demand for gaming content has fueled the growth of the live streaming market in Estonia. In conclusion, the Games Live Streaming market in Estonia has experienced significant growth in recent years due to customer preferences for interactive and convenient gaming experiences. The rise of local content creators, collaborations between game developers and live streaming platforms, strong internet infrastructure, and supportive gaming community have all contributed to the market's development. Furthermore, underlying macroeconomic factors, such as Estonia's strong economic growth and the impact of the COVID-19 pandemic, have further fueled the growth of the market.

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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