Games Live Streaming - New Zealand

  • New Zealand
  • In New Zealand, revenue in the Games Live Streaming market market is projected to reach US$61.47m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.20%, which will result in a projected market volume of US$87.02m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market in New Zealand is expected to amount to 2.0m users.
  • User penetration in New Zealand will be 26.5% in 2024 and is anticipated to increase to 36.5% by 2029.
  • In a global context, most revenue will be generated China, with figures reaching US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in New Zealand's Games Live Streaming market market is projected to amount to US$44.05 in 2024.
  • In New Zealand, the Games Live Streaming market is experiencing a surge in popularity, driven by increased engagement among younger audiences and local esports events.

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

 
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Analyst Opinion

The Games Live Streaming market in New Zealand has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the growing demand for live streaming platforms.

Customer preferences:
Customers in New Zealand are increasingly turning to live streaming platforms to watch their favorite games and interact with other gamers. The convenience and accessibility of these platforms allow users to watch live game broadcasts from anywhere at any time. Additionally, the ability to interact with other gamers through chat functions and live comments adds a social element to the gaming experience.

Trends in the market:
One of the key trends in the Games Live Streaming market in New Zealand is the rise of professional gaming and eSports. The growing popularity of eSports tournaments and professional gaming leagues has fueled the demand for live streaming platforms. Fans are eager to watch their favorite teams and players compete in real-time, and live streaming platforms provide the perfect medium for this. Another trend in the market is the emergence of game streaming influencers. These are individuals who have gained a large following on platforms such as Twitch and YouTube by live streaming their gameplay and providing commentary. These influencers have a significant impact on the gaming community in New Zealand, as their followers often look to them for recommendations and insights into the latest games and trends.

Local special circumstances:
New Zealand has a vibrant gaming community, with a large number of gamers who are passionate about their hobby. The country has a strong gaming culture, with events and conventions dedicated to gaming attracting thousands of attendees. This passionate community contributes to the growth of the Games Live Streaming market, as gamers are eager to watch and engage with their favorite games and players.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in New Zealand is also influenced by underlying macroeconomic factors. The country has a strong internet infrastructure and high internet penetration rates, which make it easier for gamers to access live streaming platforms. Additionally, the increasing affordability of high-speed internet connections and the availability of smartphones and other devices have made live streaming more accessible to a wider audience. In conclusion, the Games Live Streaming market in New Zealand is experiencing significant growth due to the increasing popularity of online gaming, the rise of professional gaming and eSports, the emergence of game streaming influencers, the vibrant gaming community, and the underlying macroeconomic factors such as strong internet infrastructure and high internet penetration rates.

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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