Games Live Streaming - Northern Europe

  • Northern Europe
  • In Northern Europe, revenue in the Games Live Streaming market market is forecasted to reach US$340.80m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.57%, leading to a projected market volume of US$468.40m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market is expected to reach 11.4m users.
  • The user penetration rate is projected to be 24.4% in 2024 and is expected to increase to 33.3% by 2029.
  • When compared globally, the highest revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market is estimated to be US$41.27 in 2024.
  • In Sweden, Games Live Streaming in the Media market is thriving due to high internet penetration and a tech-savvy population's interest in interactive entertainment.

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

 
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Analyst Opinion

The Games Live Streaming market in Northern Europe has been experiencing significant growth in recent years. Customer preferences in the region have played a major role in driving the development of the Games Live Streaming market.

Northern European consumers are known for their high levels of internet penetration and technological adoption. They are also avid gamers, with a strong interest in eSports and competitive gaming. This combination of factors has created a strong demand for live streaming platforms that allow gamers to watch and interact with their favorite players and teams in real-time.

One of the key trends in the Games Live Streaming market in Northern Europe is the rise of local streaming platforms. While global platforms like Twitch and YouTube Gaming are popular in the region, there is also a growing number of local platforms that cater specifically to the needs and preferences of Northern European gamers. These platforms often offer localized content, including streams in local languages and coverage of regional gaming events.

This trend reflects the importance of cultural relevance and local engagement in the region's gaming community. Another trend in the market is the increasing popularity of mobile gaming live streaming. Mobile gaming has been on the rise in Northern Europe, and live streaming platforms have capitalized on this trend by offering dedicated mobile apps and features.

This allows gamers to stream their mobile gameplay directly from their smartphones or tablets, making it easier for them to share their gaming experiences with others. The convenience and accessibility of mobile gaming live streaming have contributed to its growing popularity in the region. In addition to customer preferences, there are also local special circumstances that have influenced the development of the Games Live Streaming market in Northern Europe.

One such circumstance is the strong presence of eSports in the region. Northern Europe is home to some of the world's top eSports teams and tournaments, and this has created a vibrant gaming culture that fuels the demand for live streaming platforms. The popularity of eSports has also attracted investment and sponsorship opportunities, further driving the growth of the market.

Underlying macroeconomic factors have also played a role in the development of the Games Live Streaming market in Northern Europe. The region has a strong economy and high disposable income levels, which enable consumers to invest in gaming equipment and subscriptions to live streaming platforms. Additionally, the region's advanced digital infrastructure and high-speed internet connectivity make it easier for gamers to access and enjoy live streaming content.

In conclusion, the Games Live Streaming market in Northern Europe is experiencing significant growth due to customer preferences, local special circumstances, and underlying macroeconomic factors. The rise of local streaming platforms, the popularity of mobile gaming live streaming, the presence of eSports, and the region's strong economy and digital infrastructure are all contributing to the development of the market. As the market continues to evolve, it is expected that new trends and opportunities will emerge, further driving the growth of the Games Live Streaming market in Northern Europe.

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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