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Games Live Streaming - Peru

Peru
  • In Peru, revenue in the Games Live Streaming market market is projected to reach US$51.31m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.83%, leading to a projected market volume of US$71.39m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market in Peru is expected to amount to 10.3m users.
  • User penetration in Peru will be 21.2% in 2024 and is anticipated to increase to 28.3% by 2029.
  • In a global context, most revenue in the Games Live Streaming market market will be generated China, which is projected to reach US$2.58bn in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Peru is projected to amount to US$6.97 in 2024.
  • In Peru, the Games Live Streaming sector is witnessing a surge in popularity as local gamers increasingly engage with international audiences through innovative content creation.

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 Peru is experiencing significant growth and development.

    Customer preferences:
    Peruvian consumers have shown a strong preference for online gaming and live streaming platforms. The popularity of these platforms can be attributed to several factors. Firstly, the increasing availability of high-speed internet connections has made it easier for Peruvians to access and enjoy online gaming. Additionally, the rise of social media and the growing popularity of esports have contributed to the increased demand for live streaming of gaming content. Peruvian gamers are increasingly seeking out platforms that offer a wide variety of games and provide a seamless and immersive streaming experience.

    Trends in the market:
    One of the key trends in the Games Live Streaming market in Peru is the growing number of local and international platforms catering specifically to Peruvian gamers. These platforms offer a range of features and services tailored to the preferences of the local market, such as localized content and language options. Furthermore, the market is witnessing a rise in collaborations between gaming companies and content creators, resulting in the creation of unique and engaging gaming content. This trend is driving the growth of the market as it attracts more viewers and encourages user engagement.

    Local special circumstances:
    Peru has a young and tech-savvy population, which contributes to the growth of the Games Live Streaming market. The country has a high smartphone penetration rate, and many Peruvians use their mobile devices to access gaming and live streaming platforms. Additionally, the rise of esports in Peru has created a vibrant gaming community that actively participates in and supports live streaming events. This local enthusiasm for gaming and live streaming has created a favorable environment for the market to thrive.

    Underlying macroeconomic factors:
    The growth of the Games Live Streaming market in Peru is also influenced by macroeconomic factors. The country has experienced steady economic growth in recent years, which has resulted in an increase in disposable income. As a result, more Peruvians are able to afford gaming consoles, PCs, and smartphones, which are essential for accessing live streaming platforms. Furthermore, the government has made efforts to improve internet infrastructure and expand access to high-speed internet across the country. These investments have played a crucial role in driving the growth of the Games Live Streaming market by ensuring a stable and reliable internet connection for gamers and viewers. In conclusion, the Games Live Streaming market in Peru is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The increasing demand for online gaming and live streaming platforms, coupled with the young and tech-savvy population and the government's investments in internet infrastructure, have created a favorable environment for the market to thrive. As the market continues to evolve, it is likely to see further growth and innovation in the coming years.

    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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