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Games Live Streaming - Taiwan

Taiwan
  • In Taiwan, revenue in the Games Live Streaming market market is projected to reach US$90.36m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 6.12%, leading to a projected market volume of US$121.60m by 2029.
  • Within the Games Live Streaming market market in Taiwan, the number of users is expected to reach 6.7m users by 2029.
  • User penetration in Taiwan will be 20.7% in 2024 and is projected to increase to 27.9% by 2029.
  • In a global context, it is noteworthy that the highest revenue will be generated China, with figures reaching US$2.58bn in 2024.
  • The average revenue per user (ARPU) in Taiwan's Games Live Streaming market market is projected to amount to US$18.24 in 2024.
  • In Taiwan, the rise of esports popularity is significantly enhancing the engagement and growth of games live streaming within the media market.

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
Games: market data & analysis - Cover

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

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games Live Streaming market in Taiwan has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the growing number of gamers in the country.

    Customer preferences:
    Taiwanese gamers have shown a strong preference for live streaming platforms to watch and interact with their favorite gamers. This preference can be attributed to several factors. Firstly, live streaming allows gamers to watch their favorite games in real-time, providing an immersive and interactive experience. Secondly, live streaming platforms often offer additional features such as chat rooms and virtual gifting, which allow viewers to engage with the streamer and show their support. Lastly, live streaming platforms provide a sense of community, allowing gamers to connect with like-minded individuals and share their passion for gaming.

    Trends in the market:
    One of the key trends in the Games Live Streaming market in Taiwan is the rise of professional gaming and esports. Taiwan has a vibrant esports scene, with numerous professional gaming teams and tournaments. As a result, there is a growing demand for live streaming platforms that cater specifically to esports events. These platforms offer high-quality streaming services, real-time commentary, and interactive features that enhance the viewing experience for esports enthusiasts. Another trend in the market is the increasing popularity of mobile gaming live streaming. With the widespread availability of smartphones and high-speed internet, more and more Taiwanese gamers are turning to mobile gaming as a convenient and accessible form of entertainment. This has led to a rise in the demand for live streaming platforms that specialize in mobile gaming content. These platforms provide a seamless streaming experience for mobile gamers, allowing them to showcase their skills and connect with their audience.

    Local special circumstances:
    Taiwan has a well-developed internet infrastructure, with high-speed internet widely available throughout the country. This has facilitated the growth of the Games Live Streaming market, as gamers can easily access and stream content without experiencing significant lag or buffering issues. Additionally, Taiwan has a large and active gaming community, with a high percentage of the population engaging in gaming activities. This has created a strong demand for live streaming platforms that cater to the specific needs and preferences of Taiwanese gamers.

    Underlying macroeconomic factors:
    The growth of the Games Live Streaming market in Taiwan can also be attributed to favorable macroeconomic factors. Taiwan has a strong economy and a high standard of living, which has resulted in increased disposable income among the population. This has allowed Taiwanese gamers to invest in high-quality gaming equipment and accessories, as well as subscribe to premium live streaming services. Furthermore, the government has been supportive of the gaming industry, providing incentives and support for the development of esports and gaming-related businesses. This has created a conducive environment for the growth of the Games Live Streaming market in Taiwan.

    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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    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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