Games Live Streaming - Singapore

  • Singapore
  • In Singapore, revenue in the Games Live Streaming market market is projected to reach US$52.32m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.10%, leading to a projected market volume of US$70.36m by 2029.
  • Within Singapore's Games Live Streaming market market, the number of users is anticipated to reach 1.8m users by 2029.
  • User penetration in Singapore will be 21.8% in 2024 and is expected to increase to 28.7% by 2029.
  • In a global context, the majority of revenue will be generated China, with a figure of US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in Singapore's Games Live Streaming market market is projected to amount to US$39.58 in 2024.
  • In Singapore, the Games Live Streaming market is witnessing a surge in popularity, driven by increased engagement from younger audiences and innovative content offerings.

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

 
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Analyst Opinion

The Games Live Streaming market in Singapore has been experiencing significant growth in recent years.

Customer preferences:
One of the main reasons for the growth of the Games Live Streaming market in Singapore is the increasing popularity of video game streaming platforms among the younger generation. With the rise of esports and the growing interest in competitive gaming, more and more people are turning to live streaming platforms to watch their favorite gamers and tournaments. The convenience of being able to watch live streams from the comfort of their own homes, as well as the ability to interact with other viewers and the streamer, has made live streaming an attractive option for gamers in Singapore.

Trends in the market:
One of the key trends in the Games Live Streaming market in Singapore is the emergence of local gaming influencers and streamers. These individuals have gained a large following on platforms such as Twitch and YouTube, and their popularity has contributed to the overall growth of the market. Local streamers are able to connect with their audience on a more personal level, and their content often resonates more with Singaporean gamers. Another trend in the market is the increasing number of partnerships between gaming companies and live streaming platforms. Gaming companies are recognizing the potential of live streaming as a marketing tool, and are collaborating with streamers to promote their games. This has led to an increase in sponsored streams and collaborations, which further boosts the visibility and reach of both the streamers and the games.

Local special circumstances:
Singapore's strong internet infrastructure and high smartphone penetration rate have also contributed to the growth of the Games Live Streaming market. The country has one of the fastest internet speeds in the world, which allows for smooth and uninterrupted streaming. Additionally, the high smartphone penetration rate means that more people have access to mobile devices, making it easier for them to watch live streams on the go.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Singapore can also be attributed to the overall growth of the gaming industry in the country. Singapore has a thriving gaming community, with a large number of gamers and esports enthusiasts. The government has also been supportive of the gaming industry, providing funding and infrastructure to promote the growth of esports in the country. This has created a favorable environment for the Games Live Streaming market to thrive. In conclusion, the Games Live Streaming market in Singapore is experiencing significant growth due to the increasing popularity of video game streaming platforms, the emergence of local gaming influencers, partnerships between gaming companies and live streaming platforms, Singapore's strong internet infrastructure and high smartphone penetration rate, and the overall growth of the gaming industry in the country.

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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