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Games Live Streaming - South America

South America
  • In South America, revenue in the Games Live Streaming market market is projected to reach US$539.50m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.83%, leading to a projected market volume of US$716.10m by 2029.
  • The number of users in the Games Live Streaming market market in South America is anticipated to reach 111.8m users by 2029.
  • User penetration is forecasted to be 20.4% in 2024 and is expected to increase to 26.3% by 2029.
  • In a global context, the highest revenue will be generated China, with US$2.58bn in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in South America is projected to be US$6.40 in 2024.
  • In South America, the Games Live Streaming market is witnessing a surge in popularity as local audiences increasingly engage with interactive and community-driven content.

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
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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 South America has been experiencing significant growth in recent years. Customer preferences in South America have played a key role in driving the development of the Games Live Streaming market. With the increasing popularity of video games in the region, there is a growing demand for platforms that allow gamers to live stream their gameplay. This allows gamers to showcase their skills, connect with other gamers, and build a community around their favorite games. Additionally, the rise of esports in South America has further fueled the demand for live streaming platforms, as esports tournaments are often streamed live for fans to watch. One of the key trends in the Games Live Streaming market in South America is the emergence 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 South American market. These platforms often offer localized content, language support, and features that are tailored to the preferences of South American gamers. This trend reflects the importance of localizing the gaming experience to better serve the unique needs and preferences of the South American audience. Another trend in the market is the increasing integration of live streaming features within gaming consoles and platforms. Many gaming consoles now come with built-in live streaming capabilities, making it easier for gamers to share their gameplay with others. This integration has made live streaming more accessible to a wider audience, contributing to the growth of the Games Live Streaming market in South America. In addition to customer preferences, there are also local special circumstances that have contributed to the development of the Games Live Streaming market in South America. For example, the region has a large and active gaming community, with a significant number of gamers and esports enthusiasts. This vibrant gaming culture has created a fertile ground for the growth of the live streaming market, as there is a strong demand for platforms that allow gamers to connect and engage with each other. Underlying macroeconomic factors have also played a role in the development of the Games Live Streaming market in South America. The region has been experiencing steady economic growth, which has led to an increase in disposable income and a higher level of internet penetration. These factors have made it easier for gamers to access and participate in live streaming platforms, contributing to the growth of the market. Overall, the Games Live Streaming market in South America is thriving due to customer preferences, local special circumstances, and underlying macroeconomic factors. The increasing popularity of video games, the rise of esports, the emergence of local platforms, and the integration of live streaming features within gaming consoles have all contributed to the growth of the market. With the continued growth of the gaming industry and the increasing demand for live streaming platforms, the Games Live Streaming market in South America is expected to continue to expand 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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    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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