Games Live Streaming - Spain

  • Spain
  • Revenue in Spain's Games Live Streaming market market is forecasted to reach US$276.00m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.12%, leading to a projected market volume of US$371.40m by 2029.
  • Within Spain's Games Live Streaming market market, the number of users is projected to reach 13.3m users by 2029.
  • User penetration is set to be 21.0% in 2024 and is projected to increase to 28.3% by 2029.
  • When compared globally, in China is expected to generate the highest revenue (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in Spain's Games Live Streaming market market is estimated to be US$27.67 in 2024.
  • Spain's Games Live Streaming market is experiencing a surge in viewer engagement, driven by a growing interest in eSports events nationwide.

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

 
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Analyst Opinion

The Games Live Streaming market in Spain has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends, and local special circumstances.

Customer preferences:
Spanish consumers are increasingly turning to live streaming platforms to watch and engage with their favorite games. This shift in preference can be attributed to several factors. Firstly, live streaming allows gamers to watch professional players compete in real-time, providing an immersive and interactive experience. This appeals to a wide range of gaming enthusiasts, from casual players to hardcore fans. Additionally, live streaming platforms often offer social features that enable viewers to chat with each other and the streamer, fostering a sense of community and connection.

Trends in the market:
One of the key trends in the Games Live Streaming market in Spain is the rise of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. The popularity of esports has soared in Spain, with a growing number of viewers tuning in to watch these tournaments live. This trend can be attributed to the increasing recognition of esports as a legitimate sport, as well as the rise of professional esports teams and players in Spain. Another trend in the market is the emergence of influencer marketing. Influencers, who are popular gamers with a large following on social media platforms, have become key players in the Games Live Streaming market. These influencers often partner with brands to promote their products or services, leveraging their large and engaged audience. This form of marketing has proven to be highly effective in reaching the target audience and driving sales.

Local special circumstances:
Spain has a vibrant gaming culture, with a large and active community of gamers. This has created a fertile ground for the growth of the Games Live Streaming market. Additionally, Spain has a strong tradition of live entertainment, with events such as music concerts and sports matches drawing large crowds. The popularity of live streaming can be seen as an extension of this cultural phenomenon, as it allows people to experience the excitement of live events from the comfort of their own homes.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Spain is also influenced by macroeconomic factors. The increasing availability of high-speed internet and the widespread adoption of smartphones have made it easier for consumers to access live streaming platforms. Furthermore, the COVID-19 pandemic has accelerated the growth of the market, as people turned to online entertainment during lockdowns and social distancing measures. In conclusion, the Games Live Streaming market in Spain is experiencing significant growth due to changing customer preferences, emerging trends such as esports and influencer marketing, local special circumstances such as Spain's vibrant gaming culture, and underlying macroeconomic factors such as the availability of high-speed internet and the impact of the COVID-19 pandemic. This market is expected to continue to expand in the coming years, driven by the increasing popularity of live streaming and the ongoing evolution of the gaming industry.

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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