Games Live Streaming - NAFTA

  • NAFTA
  • Revenue in the Games Live Streaming market market in NAFTA is forecasted to reach US$2.91bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.43%, leading to a projected market volume of US$3.79bn by 2029.
  • Within the Games Live Streaming market market, the number of users is expected to reach 0.00 by 2029.
  • User penetration is set to remain at 0.00 in 2024 and is projected to reach 0.00 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 is forecasted to be 0.00 in 2024.
  • In the NAFTA region, the Games Live Streaming market is experiencing exponential growth, driven by the increasing demand for interactive and engaging digital entertainment content.

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

 
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Analyst Opinion

The Games Live Streaming market in NAFTA is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors are all contributing to this growth.

Customer preferences:
Customers in the Games Live Streaming market in NAFTA are increasingly looking for convenient and accessible ways to watch and interact with their favorite games. Live streaming platforms provide a unique opportunity for gamers to connect with each other and watch professional gamers compete in real-time. The ability to watch live streams on multiple devices, such as smartphones, tablets, and smart TVs, is also highly desirable for customers in this market.

Trends in the market:
One major trend in the Games Live Streaming market in NAFTA is the increasing popularity of eSports. eSports refers to competitive video gaming, where professional gamers compete against each other in tournaments. These tournaments are often live-streamed on platforms such as Twitch and YouTube Gaming, attracting millions of viewers from around the world. The growing interest in eSports has led to a surge in demand for live streaming services, as fans want to watch their favorite players and teams in action. Another trend in the market is the rise of influencer marketing. Influencers are individuals who have a large following on social media platforms and are seen as experts or leaders in their respective fields. In the Games Live Streaming market, influencers are often professional gamers or content creators who live stream their gameplay and provide commentary and tips to their audience. Many viewers trust the recommendations and opinions of these influencers, which can significantly impact the popularity and success of a game.

Local special circumstances:
The Games Live Streaming market in NAFTA is unique due to the cultural diversity and preferences of the countries within the region. Each country has its own gaming culture and preferred platforms for live streaming. For example, Twitch is the dominant live streaming platform in the United States, while YouTube Gaming is more popular in Mexico. These local preferences and habits influence the growth and development of the market in each country.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in NAFTA is also influenced by underlying macroeconomic factors. The increasing availability of high-speed internet and the widespread adoption of smartphones and other connected devices have made it easier for customers to access live streaming platforms. Additionally, the rise of digital payment methods and the increasing disposable income of consumers in the region have contributed to the growth of the market. In conclusion, the Games Live Streaming market in NAFTA is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The increasing popularity of eSports, the rise of influencer marketing, and the cultural diversity within the region are all contributing to the growth of this market. Additionally, the availability of high-speed internet and the widespread adoption of connected devices are making live streaming more accessible to customers in NAFTA.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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