Games Live Streaming - Luxembourg

  • Luxembourg
  • In Luxembourg, revenue in the Games Live Streaming market market is projected to reach US$7.84m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.32%, resulting in a projected market volume of US$10.16m by 2029.
  • In this market, the number of users in Luxembourg is expected to amount to 182.5k users by 2029.
  • User penetration will be 21.5% in 2024 and is expected to reach 26.4% by 2029.
  • In a global context, most revenue will be generated China, with a projection of US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Luxembourg is projected to amount to US$55.18 in 2024.
  • In Luxembourg, the Games Live Streaming market is witnessing a surge in demand, reflecting the country's growing digital engagement and gaming culture.

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

 
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Analyst Opinion

The Games Live Streaming market in Luxembourg is experiencing significant growth and development.

Customer preferences:
Customers in Luxembourg are increasingly turning to live streaming platforms to watch and engage with their favorite games. This can be attributed to the convenience and accessibility offered by these platforms, as users can watch live game streams from the comfort of their own homes or on the go. Additionally, live streaming allows viewers to interact with streamers and other viewers through chat features, creating a sense of community and engagement.

Trends in the market:
One of the key trends in the Games Live Streaming market in Luxembourg is the rise of esports. Esports refers to competitive video gaming, where professional players compete against each other in various games. Esports tournaments and events are often streamed live, attracting a large and dedicated audience. The popularity of esports in Luxembourg is driving the growth of the live streaming market, as viewers tune in to watch their favorite esports teams and players in action. Another trend in the market is the emergence of local game streamers. These are individuals who live stream themselves playing video games and interacting with their audience. Local game streamers in Luxembourg are gaining popularity and attracting a dedicated fan base. Viewers enjoy watching these streamers for their entertaining commentary, skillful gameplay, and engaging personalities. This trend is contributing to the overall growth of the live streaming market in Luxembourg.

Local special circumstances:
Luxembourg has a strong internet infrastructure, with high-speed internet connections widely available. This enables smooth and uninterrupted live streaming experiences for viewers, further driving the growth of the market. Additionally, the country has a high level of digital literacy and a tech-savvy population, which contributes to the adoption of live streaming platforms.

Underlying macroeconomic factors:
Luxembourg has a strong economy and a high standard of living, which allows its residents to have disposable income for entertainment and leisure activities. The Games Live Streaming market benefits from this economic stability, as consumers are willing to spend on live streaming subscriptions and donations to support their favorite streamers. The growth of the market is also supported by the increasing penetration of smartphones and other internet-enabled devices in Luxembourg, as these devices provide easy access to live streaming platforms. In conclusion, the Games Live Streaming market in Luxembourg is experiencing growth and development due to customer preferences for convenient and engaging entertainment options, the rise of esports, the emergence of local game streamers, the country's strong internet infrastructure, and underlying macroeconomic factors such as a strong economy and high digital literacy. This market is expected to continue to expand as more viewers in Luxembourg embrace live streaming as a preferred way to watch and engage with their favorite games.

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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