Games Live Streaming - Malta

  • Malta
  • In Malta, revenue in the Games Live Streaming market market is projected to reach US$2.63m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.60%, leading to a projected market volume of US$3.62m by 2029.
  • The number of users in the Games Live Streaming market market in Malta is anticipated to amount to 179.3k users by 2029.
  • User penetration will be 25.4% in 2024 and is expected to increase to 33.0% by 2029.
  • In a global context, the majority of revenue will be generated China, with a figure of US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in Malta's Games Live Streaming market market is projected to reach US$19.26 in 2024.
  • Malta's Games Live Streaming market is experiencing a surge in popularity, driven by increasing engagement from local esports communities and enhanced digital infrastructure.

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

 
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Analyst Opinion

The Games Live Streaming market in Malta has been experiencing significant growth in recent years, driven by customer preferences for interactive and immersive gaming experiences.

Customer preferences:
Maltese gamers are increasingly seeking out live streaming platforms to watch their favorite games being played by skilled players and interact with other viewers in real-time. This trend is driven by the desire for a more immersive and social gaming experience, as well as the opportunity to learn new strategies and techniques from expert players. Additionally, the convenience of being able to watch live streams on various devices, such as smartphones and tablets, has further contributed to the popularity of this form of entertainment.

Trends in the market:
One of the key trends in the Games Live Streaming market in Malta is the rise of professional gamers and esports. Esports tournaments and competitions are gaining traction in the country, attracting a large audience both online and offline. This has created opportunities for live streaming platforms to partner with esports organizations and provide exclusive coverage of these events. Furthermore, the increasing popularity of mobile gaming in Malta has also led to a rise in mobile game live streaming, as gamers can easily broadcast their gameplay from their smartphones. Another trend in the market is the emergence of influencer marketing. Many gamers in Malta follow popular streamers and content creators who have built a large following on platforms such as Twitch and YouTube. These influencers often collaborate with game developers and brands to promote new releases or products, creating a new form of advertising that is highly targeted and effective. This trend has led to the growth of sponsored content and brand partnerships within the Games Live Streaming market in Malta.

Local special circumstances:
Malta's strong gaming industry and supportive regulatory environment have contributed to the growth of the Games Live Streaming market. The country is home to a number of gaming companies and has established itself as a hub for the industry, attracting both local and international players. The availability of high-speed internet connections and advanced technology infrastructure also makes Malta an ideal location for live streaming platforms to operate.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Malta is also influenced by broader macroeconomic factors. The increasing disposable income of Maltese consumers has allowed them to invest more in entertainment and leisure activities, including gaming. Additionally, the growing popularity of online gaming and digital entertainment worldwide has had a positive impact on the Games Live Streaming market in Malta, as it has created a larger audience base and increased demand for live streaming services. Overall, the Games Live Streaming market in Malta is experiencing significant growth due to customer preferences for interactive and immersive gaming experiences, the rise of professional gamers and esports, the emergence of influencer marketing, Malta's supportive gaming industry and regulatory environment, and broader macroeconomic factors such as increasing disposable income and the growing popularity of online gaming.

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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