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Games Live Streaming - Nordics

Nordics
  • In the Nordics, revenue in the Games Live Streaming market market is projected to reach US$317.30m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.55%, resulting in a projected market volume of US$435.70m by 2029.
  • In this market within the Nordics, the number of users is anticipated to amount to 10.2m users by 2029.
  • User penetration will be 26.3% in 2024 and is expected to rise to 35.4% by 2029.
  • In a global context, the majority of revenue will be generated China, with a figure of US$2.58bn in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market within the Nordics is projected to reach US$43.04 in 2024.
  • In the Nordics, the Games Live Streaming market is increasingly dominated by localized platforms, reflecting a growing preference for regional content and community engagement.

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

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games Live Streaming market in Nordics has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the widespread availability of high-speed internet connections.

    Customer preferences:
    In the Nordics, there is a strong demand for Games Live Streaming services, as gamers in the region are highly engaged and enthusiastic about online gaming. The region has a large population of gamers who are eager to watch and interact with their favorite streamers, and they value the convenience and entertainment provided by live streaming platforms. Additionally, the Nordics have a strong gaming culture, with a high level of interest in competitive gaming and eSports, which further fuels the demand for Games Live Streaming.

    Trends in the market:
    One of the key trends in the Games Live Streaming market in the Nordics is the growing number of professional streamers and content creators. As the market continues to expand, more individuals are pursuing careers as streamers, attracted by the potential for monetization and the opportunity to build a dedicated fan base. This trend is further supported by the increasing availability of streaming platforms and tools that make it easier for aspiring streamers to get started. Another trend in the market is the rise of mobile gaming and mobile streaming. With the widespread adoption of smartphones and the increasing quality of mobile games, there is a growing demand for mobile gaming content. As a result, many streamers in the Nordics are now focusing on mobile games and streaming their gameplay directly from their smartphones. This trend is particularly popular among younger gamers who prefer the flexibility and convenience of mobile gaming.

    Local special circumstances:
    The Nordics have a highly developed digital infrastructure, with reliable and high-speed internet connections available throughout the region. This has been a key enabler for the growth of the Games Live Streaming market, as it allows for seamless streaming experiences and encourages more gamers to participate in the online gaming community. Additionally, the region has a high level of digital literacy and a tech-savvy population, which further supports the adoption of Games Live Streaming services.

    Underlying macroeconomic factors:
    The strong growth of the Games Live Streaming market in the Nordics can also be attributed to favorable macroeconomic factors. The region has a high GDP per capita and a stable economy, which provides consumers with the disposable income to spend on gaming-related services. Additionally, the Nordics have a high level of internet penetration, with a large percentage of the population having access to the internet. This creates a large potential customer base for Games Live Streaming platforms and contributes to the overall growth of the market. In conclusion, the Games Live Streaming market in the Nordics is experiencing significant growth due to the strong demand from engaged and enthusiastic gamers, the rise of professional streamers, the increasing popularity of mobile gaming, the region's advanced digital infrastructure, and favorable macroeconomic factors. As the market continues to evolve, it is expected that the Games Live Streaming industry in the Nordics will continue to thrive and attract more players and viewers.

    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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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    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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