Games Live Streaming - Greece

  • Greece
  • The Games Live Streaming market market in Greece is projected to reach US$43.79m in revenue by 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.66%, resulting in a projected market volume of US$60.45m by 2029.
  • The number of users in the Games Live Streaming market market is forecasted to reach 2.2m users by 2029.
  • User penetration is set to be 15.7% in 2024 and is anticipated to increase to 22.3% by 2029.
  • In global comparison, the highest revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market is projected to be US$27.04 in 2024.
  • Greece's gaming live streaming market is seeing a surge in viewer engagement, indicating a growing interest in interactive media consumption among the population.

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

 
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Analyst Opinion

The Games Live Streaming market in Greece has experienced significant growth in recent years, driven by changing customer preferences and advancements in technology.

Customer preferences:
Greeks have shown a growing interest in live streaming games, with an increasing number of consumers opting to watch their favorite games online rather than attending live events. This shift in preference can be attributed to several factors. Firstly, live streaming allows viewers to watch games from the comfort of their own homes, eliminating the need for travel and ticket expenses. Additionally, live streaming platforms offer a wide range of games from different genres, providing viewers with a diverse selection to choose from. Furthermore, the ability to interact with other viewers and even the players themselves through live chat features enhances the overall viewing experience.

Trends in the market:
One of the key trends in the Games Live Streaming market in Greece is the rise of professional gaming, also known as esports. Esports tournaments and competitions have gained significant popularity in Greece, attracting a large number of viewers both online and offline. This trend can be attributed to the increasing recognition of esports as a legitimate form of entertainment and the growing number of professional gamers in Greece. As a result, there has been a surge in demand for live streaming platforms that cater specifically to esports events. Another trend in the market is the integration of social media platforms with live streaming. Many live streaming platforms now allow users to share their gaming experiences on social media platforms such as Facebook and Twitter. This integration has further contributed to the growth of the market, as it allows users to connect with their friends and followers, creating a sense of community and fostering engagement.

Local special circumstances:
Greece has a strong gaming culture, with a significant portion of the population actively participating in gaming activities. This cultural affinity towards gaming has played a role in the growth of the Games Live Streaming market in Greece. Additionally, the country has a well-developed internet infrastructure, enabling smooth and uninterrupted live streaming experiences.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Greece can also be attributed to underlying macroeconomic factors. The increasing availability of high-speed internet at affordable prices has made live streaming more accessible to a larger population. Furthermore, advancements in technology, such as the widespread use of smartphones and the development of streaming platforms, have made it easier for individuals to access and engage with live streaming content. In conclusion, the Games Live Streaming market in Greece has experienced significant growth due to changing customer preferences, the rise of professional gaming, integration with social media platforms, the country's gaming culture, and underlying macroeconomic factors. As technology continues to advance and the popularity of esports grows, it is expected that the market will continue to expand in the coming years.

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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