Games Live Streaming - Hong Kong

  • Hong Kong
  • Revenue in the Games Live Streaming market market in Hong Kong is forecasted to reach US$26.93m by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.10%, leading to an estimated market volume of US$32.92m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market in Hong Kong is expected to reach 1.0m users.
  • User penetration is projected to be 10.9% in 2024 and is set to increase to 13.5% by 2029.
  • When compared globally, the majority of revenue will be generated in China, amounting to US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Hong Kong is forecasted to be US$32.83 in 2024.
  • In Hong Kong, the Games Live Streaming market is experiencing rapid growth due to the increasing demand for interactive and engaging digital entertainment content.

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

 
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Analyst Opinion

The Games Live Streaming market in Hong Kong is experiencing significant growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
In Hong Kong, there is a growing demand for Games Live Streaming as customers increasingly seek immersive and interactive gaming experiences. With the rise of esports and competitive gaming, there is a strong desire among gamers to watch live streams of their favorite games and tournaments. Additionally, the convenience of being able to watch and interact with streamers from the comfort of their own homes has further fueled the popularity of Games Live Streaming in Hong Kong.

Trends in the market:
One of the key trends in the Games Live Streaming market in Hong Kong is the emergence of local gaming influencers and streamers. These individuals have gained a significant following by showcasing their gaming skills and providing entertaining commentary during live streams. As a result, they have become influential figures within the gaming community and attract a large audience of viewers. This trend has created new opportunities for partnerships and collaborations between streamers and brands, leading to further growth in the market. Another trend in the market is the increasing integration of Games Live Streaming platforms with social media platforms. Many streaming platforms now allow users to easily share their live streams on social media, enabling them to reach a wider audience and attract more viewers. This integration has also facilitated the growth of gaming communities and the formation of online gaming groups, further driving the demand for Games Live Streaming in Hong Kong.

Local special circumstances:
Hong Kong has a vibrant gaming community with a strong interest in both local and international gaming content. The city is home to numerous gaming cafes and esports events, which serve as gathering places for gamers to connect and share their passion for gaming. This sense of community has contributed to the popularity of Games Live Streaming, as it allows gamers to stay connected with the local gaming scene and participate in virtual gaming communities.

Underlying macroeconomic factors:
The growing popularity of Games Live Streaming in Hong Kong can also be attributed to the increasing accessibility of high-speed internet and advancements in technology. With faster internet speeds and improved streaming platforms, gamers can now enjoy high-quality live streams without interruptions or buffering issues. This has made Games Live Streaming a seamless and enjoyable experience for viewers, further driving the growth of the market. In conclusion, the Games Live Streaming market in Hong Kong is experiencing significant growth and development due to customer preferences for immersive gaming experiences, trends such as the rise of local gaming influencers and integration with social media platforms, local special circumstances including a vibrant gaming community, and underlying macroeconomic factors such as improved internet infrastructure. As these factors continue to evolve, the Games Live Streaming market in Hong Kong is expected to further expand and diversify 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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