Games Live Streaming - EU-27

  • EU-27
  • In the EU-23.9%, revenue in the Games Live Streaming market market is projected to reach US$2.52bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.17%, leading to a projected market volume of US$3.40bn by 2029.
  • Within the Games Live Streaming market market in the EU-23.9%, the number of users is anticipated to amount to 144.4m users by 2029.
  • User penetration is forecasted to be 23.9% in 2024 and is expected to increase to 32.5% by 2029.
  • In a global context, the highest revenue will be generated China, where it is projected to reach US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in the EU-23.9% is projected to amount to US$23.54 in 2024.
  • In the EU-27, games live streaming is increasingly becoming a prominent platform for engaging younger audiences, fostering vibrant online communities and interactive content.

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

 
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Analyst Opinion

The Games Live Streaming market in EU-27 is experiencing significant growth and development due to the increasing popularity of online gaming and the rise of esports.

Customer preferences:
Customers in the EU-27 region are increasingly turning to live streaming platforms to watch and engage with their favorite games and esports events. This preference can be attributed to several factors. Firstly, live streaming allows gamers to watch professional players in action and learn new strategies and techniques. Additionally, live streaming platforms provide a sense of community and allow users to interact with other gamers through chat features and live comments. This social aspect of live streaming is particularly appealing to younger audiences who are looking for ways to connect with like-minded individuals.

Trends in the market:
One of the key trends in the Games Live Streaming market in the EU-27 is the emergence of dedicated platforms and channels for esports. Esports, or competitive video gaming, has gained immense popularity in recent years and has become a major industry in its own right. As a result, there is a growing demand for live streaming platforms that cater specifically to esports events. These platforms not only provide live coverage of tournaments and matches but also offer additional features such as player statistics, match analysis, and exclusive interviews with professional gamers. Another trend in the market is the increasing integration of live streaming with social media platforms. Many live streaming platforms now allow users to share their gameplay footage directly on social media platforms such as Facebook and Twitter. This integration not only helps to increase the reach and visibility of live streaming content but also encourages social sharing and engagement among users.

Local special circumstances:
The Games Live Streaming market in the EU-27 is influenced by several local special circumstances. Firstly, the region has a large and diverse gaming community, with countries such as Germany, France, and the United Kingdom being major players in the global gaming industry. This strong gaming culture and community contribute to the demand for live streaming platforms in the region. Additionally, the EU-27 region has a well-developed internet infrastructure, which makes it easier for gamers to access and stream live content. High-speed internet connections are essential for a smooth and uninterrupted live streaming experience, and the availability of such infrastructure in the EU-27 region helps to drive the growth of the market.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in the EU-27 can be attributed to several underlying macroeconomic factors. Firstly, the increasing disposable income and purchasing power of consumers in the region have led to a rise in spending on entertainment and leisure activities, including gaming and live streaming. Furthermore, advancements in technology have made live streaming more accessible and affordable. The availability of high-quality streaming equipment and software at lower costs has encouraged more gamers to start their own live streaming channels, thereby contributing to the growth of the market. In conclusion, the Games Live Streaming market in the EU-27 is experiencing significant growth and development due to the increasing popularity of online gaming and the rise of esports. Customer preferences for live streaming platforms that offer a sense of community and interaction, as well as dedicated esports coverage, are driving the market. Local special circumstances such as a strong gaming culture and well-developed internet infrastructure further contribute to the growth. Underlying macroeconomic factors such as increasing disposable income and technological advancements also play a significant role in the market's development.

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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