Games Live Streaming - Lithuania

  • Lithuania
  • Revenue in the Games Live Streaming market market in Lithuania is forecasted to reach US$14.85m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.19%, leading to a projected market volume of US$21.01m by 2029.
  • Within the Games Live Streaming market market in Lithuania, the number of users is projected to reach 742.4k users by 2029.
  • User penetration is set to be 19.4% in 2024 and is projected to increase to 28.8% by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Lithuania is expected to be US$28.49 in 2024.
  • Lithuania's Games Live Streaming market is rapidly expanding, driven by a tech-savvy population and increasing demand for interactive entertainment.

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

 
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Analyst Opinion

The Games Live Streaming market in Lithuania has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the growing demand for interactive and immersive gaming experiences.

Customer preferences:
Lithuanian gamers have shown a strong preference for live streaming platforms that offer a variety of gaming content, including popular titles such as League of Legends, Dota 2, and Counter-Strike: Global Offensive. They value high-quality video and audio streaming, as well as the ability to interact with streamers and other viewers through live chat and social media platforms. Additionally, Lithuanian gamers appreciate platforms that offer a wide range of streaming options, including both professional esports tournaments and casual gaming sessions.

Trends in the market:
One of the key trends in the Games Live Streaming market in Lithuania is the rise of local gaming influencers and streamers. These individuals have gained a significant following on platforms such as Twitch and YouTube, attracting viewers with their entertaining commentary, skillful gameplay, and engaging personalities. As a result, there has been a growing number of collaborations between gaming influencers and brands, leading to increased sponsorship opportunities and monetization potential. Another trend in the market is the emergence of mobile gaming live streaming. With the increasing popularity of mobile gaming in Lithuania, platforms that offer live streaming services specifically tailored for mobile games have gained traction. This trend is fueled by the widespread availability of high-speed internet and the growing number of smartphone users in the country.

Local special circumstances:
The Games Live Streaming market in Lithuania is influenced by several local special circumstances. One of these is the strong presence of esports in the country. Lithuania has a vibrant esports scene, with numerous professional esports teams and a dedicated fan base. This has created a fertile ground for the growth of the Games Live Streaming market, as fans of esports tournaments often turn to live streaming platforms to watch their favorite teams and players in action. Furthermore, Lithuania has a high internet penetration rate, with a large percentage of the population having access to high-speed internet connections. This has facilitated the growth of the Games Live Streaming market, as viewers can easily access and enjoy live streaming content without experiencing significant buffering or lag issues.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Lithuania is also influenced by underlying macroeconomic factors. The country has experienced steady economic growth in recent years, leading to increased disposable income among the population. This has allowed more individuals to invest in gaming consoles, PCs, and smartphones, which in turn has contributed to the demand for live streaming platforms. Additionally, the COVID-19 pandemic has further accelerated the growth of the Games Live Streaming market in Lithuania. With people spending more time at home due to lockdowns and social distancing measures, there has been a surge in online gaming activities and an increased interest in watching live streams. This has created a favorable environment for the expansion of the Games Live Streaming market in the country. In conclusion, the Games Live Streaming market in Lithuania is experiencing significant growth due to the increasing popularity of online gaming, the rise of local gaming influencers, the emergence of mobile gaming live streaming, the strong presence of esports, high internet penetration rate, steady economic growth, and the impact of the COVID-19 pandemic. These factors have created a thriving market for live streaming platforms, providing gamers in Lithuania with a diverse range of gaming content and immersive experiences.

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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