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Games Live Streaming - Montenegro

Montenegro
  • Revenue in the Games Live Streaming market market in Montenegro is projected to reach US$1.44m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.11%, resulting in a projected market volume of US$2.02m by 2029.
  • In the Games Live Streaming market market, the number of users in Montenegro is expected to amount to 133.2k users by 2029.
  • User penetration will be 15.0% in 2024 and is expected to hit 21.4% by 2029.
  • In global comparison, most revenue will be generated China (US$2.58bn in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Montenegro is projected to amount to US$15.30 in 2024.
  • Montenegro's burgeoning digital landscape is fostering a vibrant Games Live Streaming market, attracting local gamers and international audiences alike.

Definition:

Games live streaming refers to the practice of broadcasting video gameplay and commentary in real-time to an online audience. The market for games live streaming encompasses a wide range of platforms, services, and products, including streaming platforms.

Additional Notes:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through advertising and consumer spending on subscriptions and gifts. Market numbers for Esports live streaming are also featured in the Esports market. Key players in the market are live streaming platforms, such as Twitch, Youtube Gaming or Facebook Gaming. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Live streaming advertising, such as ads on Twitch
  • Consumer spending on platforms, such as subscriptions or donations to streamers on e.g. Twitch
  • Sponsorships for special status of streamers, such as being a Twitch partnered streamer
  • Live streaming of non-related gaming content, such as In Real Life content on Twitch, e.g. cooking

Out-Of-Scope

  • Live streaming TV content, such as television streams
  • Any form of live streams not provided on gaming streaming platforms (Twitch, YouTube Gaming, Facebook Gaming, etc.), such as Instagram or TikTok live streams
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games Live Streaming market in Montenegro is experiencing significant growth and development, driven by several key factors.

    Customer preferences:
    In Montenegro, there is a growing demand for Games Live Streaming services among gaming enthusiasts. The younger generation, in particular, is increasingly interested in watching live streams of their favorite games and engaging with the gaming community. This preference for live streaming can be attributed to the convenience and accessibility it offers. Instead of playing the games themselves, many individuals prefer to watch skilled players and learn from their strategies and techniques. Additionally, live streaming provides an interactive experience, allowing viewers to chat with the streamer and other viewers, creating a sense of community and connection.

    Trends in the market:
    One of the key trends in the Games Live Streaming market in Montenegro is the rise of local content creators and streamers. Montenegrin gamers are starting to gain recognition and build a following on popular streaming platforms. This trend is driven by the increasing availability of high-speed internet and the growing popularity of gaming in the country. Local streamers are able to cater to the specific interests and preferences of Montenegrin gamers, creating a more personalized and relatable experience for viewers. Another trend in the market is the emergence of esports tournaments and events in Montenegro. Esports, or competitive gaming, has gained significant traction globally, and Montenegro is no exception. These tournaments attract a large audience, both in-person and through live streaming platforms. The popularity of esports has led to increased demand for live streaming services, as fans want to watch their favorite teams and players compete in real-time.

    Local special circumstances:
    Montenegro's relatively small population and geographic size present unique challenges and opportunities for the Games Live Streaming market. While the market may not be as large as in some other countries, it is more tightly-knit and connected. This close-knit gaming community allows for a more engaged and interactive live streaming experience, fostering a sense of camaraderie among viewers and streamers.

    Underlying macroeconomic factors:
    The growth of the Games Live Streaming market in Montenegro is also influenced by underlying macroeconomic factors. The country's improving internet infrastructure and increasing internet penetration rates have made it easier for individuals to access live streaming platforms and participate in online gaming communities. Additionally, the rising disposable incomes and changing leisure preferences of Montenegrin consumers have contributed to the growing demand for Games Live Streaming services. In conclusion, the Games Live Streaming market in Montenegro is experiencing growth and development due to customer preferences for convenient and interactive gaming experiences, the rise of local content creators and esports events, as well as underlying macroeconomic factors such as improving internet infrastructure and changing leisure preferences. These trends and circumstances are driving the market forward and creating opportunities for both local and international players in the industry.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    Live streaming - statistics & facts

    Live video content is no longer a novelty. In the entertainment industry, the popularity of live streaming as a format has been linked to the gaming world. Almost thirty percent of internet users worldwide watched live streaming content weekly in the last quarter of 2023. Breaking news and sports were the most popular categories of livestream videos among U.S. audiences as of March 2024.
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