Games Live Streaming - Southern Asia

  • Southern Asia
  • Revenue in the Games Live Streaming market market in Southern Asia is forecasted to reach US$271.70m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.16%, leading to a projected market volume of US$333.10m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market in Southern Asia is expected to reach 171.1m users.
  • User penetration is set to be 7.3% in 2024 and is projected to increase to 8.5% by 2029.
  • When compared globally, the majority of revenue will be generated in China, amounting to US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Southern Asia is estimated to be US$1.95 in 2024.
  • In Southern Asia, the Games Live Streaming market in Country X is rapidly expanding, driven by a surge in online viewership and interactive gaming experiences.

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

 
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Analyst Opinion

The Games Live Streaming market in Southern Asia has experienced significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming.

Customer preferences:
One of the key factors driving the growth of the Games Live Streaming market in Southern Asia is the increasing demand for interactive and immersive gaming experiences. Gamers in the region are increasingly looking for ways to connect with other players and engage in real-time gameplay. Live streaming platforms provide them with the opportunity to watch and participate in live gaming sessions, interact with professional gamers, and even compete in tournaments. This level of interactivity and community engagement is highly valued by gamers in Southern Asia.

Trends in the market:
One of the major trends in the Games Live Streaming market in Southern Asia is the rise of local gaming influencers and content creators. These individuals have gained a significant following on platforms like YouTube and Twitch, where they livestream their gaming sessions and provide commentary and tips to their viewers. Many gamers in Southern Asia look up to these influencers as role models and seek to emulate their gaming skills. As a result, there is a growing demand for live streaming platforms that feature these local influencers and provide access to their exclusive content. Another trend in the market is the increasing popularity of mobile gaming in Southern Asia. With the widespread availability of affordable smartphones and high-speed internet connectivity, more people in the region are turning to mobile devices for gaming. Live streaming platforms have capitalized on this trend by offering dedicated mobile gaming channels and optimizing their platforms for mobile users. This has further fueled the growth of the Games Live Streaming market in Southern Asia.

Local special circumstances:
Southern Asia is a diverse region with a rich gaming culture. Each country in the region has its own unique preferences and gaming traditions. For example, in countries like India and Indonesia, mobile gaming is particularly popular, while in countries like South Korea and Japan, PC and console gaming dominate. Live streaming platforms in Southern Asia need to cater to these specific preferences and provide localized content to attract and retain users.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Southern Asia is also influenced by underlying macroeconomic factors. The region has seen rapid economic development in recent years, leading to an increase in disposable income and a larger middle class. As a result, more people in Southern Asia have the means to invest in gaming equipment and access high-speed internet, driving the demand for live streaming platforms. Furthermore, the COVID-19 pandemic has also played a role in the growth of the Games Live Streaming market in Southern Asia. With people spending more time at home due to lockdowns and social distancing measures, there has been a surge in online gaming and live streaming activities. This has created new opportunities for live streaming platforms to expand their user base and generate revenue. In conclusion, the Games Live Streaming market in Southern Asia is experiencing significant growth due to changing customer preferences, the rise of local gaming influencers, the increasing popularity of mobile gaming, and underlying macroeconomic factors. Live streaming platforms in the region need to adapt to local preferences and provide engaging and localized content to attract and retain users.

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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