Games Live Streaming - Hungary

  • Hungary
  • In Hungary, revenue in the Games Live Streaming market market is projected to reach US$38.22m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.02%, resulting in a projected market volume of US$53.65m by 2029.
  • In Hungary's Games Live Streaming market market, the number of users is expected to amount to 3.3m users by 2029.
  • User penetration will be 23.2% in 2024 and is expected to hit 33.8% by 2029.
  • In global comparison, most revenue will be generated China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Hungary is projected to amount to US$16.50 in 2024.
  • In Hungary, the Games Live Streaming market is witnessing a surge in popularity, driven by increased internet penetration and a growing gaming community.

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

 
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Analyst Opinion

The Games Live Streaming market in Hungary has been experiencing significant growth in recent years.

Customer preferences:
Hungarian consumers have shown a growing interest in live streaming games as a form of entertainment. This can be attributed to several factors. Firstly, the rise of e-sports and competitive gaming has gained popularity among the younger generation in Hungary. As a result, there is a growing demand for platforms that allow users to watch live gaming tournaments and events. Additionally, the convenience and accessibility of live streaming platforms have also contributed to the increasing popularity of games live streaming in Hungary. Consumers can easily access these platforms on their smartphones, tablets, or computers, allowing them to watch their favorite games and streamers anytime, anywhere.

Trends in the market:
One of the key trends in the Games Live Streaming market in Hungary is the emergence of local game streamers and content creators. These individuals have gained a significant following and have become influencers in the gaming community. Their live streams and videos attract a large audience, which in turn drives the growth of the market. This trend is fueled by the increasing popularity of gaming as a career choice, with many aspiring streamers looking to build their own brand and engage with their audience. Another trend in the market is the integration of live streaming platforms with social media. Many games live streaming platforms in Hungary now allow users to share their favorite moments from live streams directly on social media platforms such as Facebook and Twitter. This integration not only helps to increase the reach and visibility of the content but also encourages users to engage with the platform and share their experiences with their friends and followers.

Local special circumstances:
Hungary has a strong gaming culture, with a significant number of gamers and gaming enthusiasts in the country. This has created a favorable environment for the growth of the Games Live Streaming market. Additionally, the availability of high-speed internet and advanced technology infrastructure in Hungary has also contributed to the success of games live streaming platforms. The country's well-developed internet connectivity allows for seamless streaming and a smooth viewing experience for users.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Hungary is also influenced by macroeconomic factors. The country's stable economy and increasing disposable income have led to a higher spending capacity among consumers. This, in turn, has resulted in increased spending on entertainment and leisure activities, including games live streaming. Additionally, the COVID-19 pandemic has further accelerated the growth of the market, as more people are spending time at home and seeking entertainment options online. The convenience and accessibility of games live streaming platforms have made them an attractive choice for consumers looking for entertainment during these challenging times. In conclusion, the Games Live Streaming market in Hungary is experiencing significant growth due to customer preferences for gaming content, the emergence of local game streamers, integration with social media platforms, the country's strong gaming culture, advanced technology infrastructure, and favorable macroeconomic factors. With these factors in play, the market is expected to continue its upward trajectory 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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