Games Live Streaming - Latvia

  • Latvia
  • In Latvia, revenue in the Games Live Streaming market market is projected to reach US$4.59m in 2024.
  • It is expected that this revenue will demonstrate an annual growth rate (CAGR 2024-2029) of 6.06%, which will result in a projected market volume of US$6.16m by 2029.
  • Furthermore, in the Games Live Streaming market market withLatvia, the number of users is anticipated to be 278.5k users by 2029.
  • User penetration in Latvia will be 11.4% in 2024 and is forecasted to increase to 16.2% by 2029.
  • In a global context, the highest revenue in this market will be generated China, with an estimated US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Latvia is projected to be US$22.31 in 2024.
  • In Latvia, the Games Live Streaming market is experiencing a surge in popularity, driven by increasing engagement among younger audiences and local gaming communities.

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

 
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Analyst Opinion

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

Customer preferences:
Latvian gamers are increasingly turning to live streaming platforms to watch and engage with their favorite games. This trend can be attributed to several factors. Firstly, live streaming allows gamers to watch professional players and learn new strategies and techniques. Additionally, live streaming provides a sense of community and allows gamers to connect with like-minded individuals. The convenience of being able to watch live streams from the comfort of their own homes is also a key factor driving the popularity of live streaming in Latvia.

Trends in the market:
One of the key trends in the Games Live Streaming market in Latvia is the rise of local content creators. Latvian gamers are becoming more interested in watching streams from fellow Latvians, as they can relate to the language and cultural references. This has led to the emergence of popular Latvian streamers who have gained a large following. These local streamers often interact directly with their audience, creating a more personalized and engaging experience. Another trend in the market is the increasing popularity of mobile gaming live streams. With the widespread adoption of smartphones in Latvia, more and more gamers are playing games on their mobile devices. As a result, there is a growing demand for live streams of mobile games. This trend is further fueled by the convenience and portability of mobile gaming, allowing gamers to watch live streams on the go.

Local special circumstances:
One of the unique aspects of the Games Live Streaming market in Latvia is the strong presence of esports. Esports tournaments and competitions are popular in Latvia, attracting a large number of viewers both online and offline. This has created a vibrant esports community, with dedicated fans and supporters. The popularity of esports in Latvia has contributed to the growth of the live streaming market, as viewers are eager to watch their favorite teams and players in action.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Latvia can also be attributed to the overall growth of the gaming industry in the country. Latvia has seen an increase in the number of gamers and gaming enthusiasts, leading to a higher demand for live streaming services. Additionally, the improving internet infrastructure and access to high-speed internet have made it easier for Latvian gamers to watch live streams without any buffering or lag issues. In conclusion, the Games Live Streaming market in Latvia is experiencing significant growth due to customer preferences for watching professional players, engaging with the gaming community, and the convenience of watching from home. The rise of local content creators and the popularity of mobile gaming live streams are key trends in the market. The strong presence of esports in Latvia and the overall growth of the gaming industry have also contributed to the development of the live streaming 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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