Games Live Streaming - Southern Europe

  • Southern Europe
  • In Southern Europe, revenue in the Games Live Streaming market market is projected to reach US$0.85bn in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 6.05%, resulting in a projected market volume of US$1.14bn by 2029.
  • The number of users in the Games Live Streaming market market in Southern Europe is expected to amount to 56.3m users by 2029.
  • User penetration in this market will be 17.6% in 2024 and is expected to increase to 23.8% by 2029.
  • In global comparison, most revenue in the Games Live Streaming market market will be generated China, with a projection of US$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Southern Europe is projected to amount to US$20.36 in 2024.
  • In Southern Europe, particularly in Spain, the Games Live Streaming market is witnessing a surge in engagement driven by popular esports events and local content creators.

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

 
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Analyst Opinion

The Games Live Streaming market in Southern Europe 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 Southern Europe is the increasing popularity of online gaming. With the rise of e-sports and competitive gaming, more and more people are interested in watching live streams of their favorite games. This trend is particularly strong among younger generations who have grown up with technology and are accustomed to consuming content online. Additionally, the convenience of being able to watch live streams from the comfort of their own homes has also contributed to the growing demand for Games Live Streaming in Southern Europe.

Trends in the market:
One of the key trends in the Games Live Streaming market in Southern Europe is the emergence of local streaming platforms. While global platforms such as Twitch and YouTube Gaming are still popular, there is a growing demand for localized content. Southern European gamers are looking for platforms that cater specifically to their language and cultural preferences. This has created opportunities for local streaming platforms to gain market share by offering content that is tailored to the needs of Southern European gamers. Another trend in the market is the increasing number of professional gamers and streamers in Southern Europe. As e-sports gain more recognition and professionalization, there is a growing number of individuals who are able to make a living through streaming games. This has not only contributed to the growth of the Games Live Streaming market, but it has also created a new career path for aspiring gamers in Southern Europe.

Local special circumstances:
One of the unique aspects of the Games Live Streaming market in Southern Europe is the strong gaming culture in the region. Southern Europeans have a long history of gaming, with video game consoles and arcades being popular forms of entertainment. This cultural background has laid the foundation for the growth of the Games Live Streaming market, as there is already a strong interest in gaming among the population. Additionally, Southern Europe has a large population of young people who are highly engaged with technology. This demographic is more likely to be interested in Games Live Streaming and is driving the demand for such services in the region.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Southern Europe is also influenced by macroeconomic factors. The region has seen improvements in internet infrastructure and connectivity in recent years, which has made it easier for people to access and stream online content. Additionally, the increasing availability of affordable smartphones and other devices has made it more accessible for people to watch live streams on the go. Overall, the Games Live Streaming market in Southern Europe is experiencing significant growth due to customer preferences for online gaming, the emergence of local streaming platforms, the increasing number of professional gamers and streamers, the strong gaming culture in the region, and improvements in internet infrastructure and connectivity.

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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