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Games Live Streaming - Ukraine

Ukraine
  • In Ukraine, revenue in the Games Live Streaming market is projected to reach US$24.75m in 2025.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 4.82%, leading to a projected market volume of US$29.88m by 2029.
  • Within the Games Live Streaming market in Ukraine, the number of users is anticipated to total 7.2m users by 2029.
  • User penetration is expected to be 15.0% in 2025 and is projected to rise to 18.6% by 2029.
  • In a global context, the majority of revenue will be generated China, with an expected revenue of US$2.92bn in 2025.
  • The average revenue per user (ARPU) in the Games Live Streaming market in Ukraine is projected to amount to US$4.25 in 2025.
  • In Ukraine, the Games Live Streaming market is experiencing a surge in popularity, driven by a vibrant gaming community and increasing internet accessibility.

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
CONTENTBOX_CAPTION_STUDY_DETAILS

    Revenue

    NOTES: Data was converted from local currencies using average exchange rates of the respective year.

    MOST_RECENT_UPDATE: Jan 2025

    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: Jan 2025

    SOURCE: Statista Market Insights

    Analyst Opinion

    The Games Live Streaming Market in Ukraine is witnessing substantial growth, fueled by factors such as the increasing popularity of esports, improved internet infrastructure, and a surge in viewer engagement through interactive platforms and social media integration.

    Customer preferences:
    Consumers in Ukraine are gravitating towards interactive gaming experiences and community-driven content, reflecting a cultural shift towards collaboration and shared enjoyment in the gaming space. As esports gains traction, younger audiences are increasingly engaging with live-streamed tournaments and influencer-led commentary, enhancing viewer interaction. Additionally, demographic trends indicate a rise in female gamers, prompting platforms to diversify content and create inclusive environments that resonate with a broader audience. This evolving landscape underscores the importance of community and connectivity in the Games Live Streaming Market.

    Trends in the market:
    In Ukraine, the Games Live Streaming Market is experiencing a surge in user-generated content and interactive experiences, with platforms increasingly favoring community engagement. This trend is evident as more viewers participate in live chats during esports tournaments, amplifying the sense of connection. Additionally, the growing presence of female gamers is prompting platforms to curate diverse content, fostering inclusivity. The rise of influencer-led streaming is also shaping audience preferences, encouraging brands to invest in targeted marketing strategies. These developments signal a shift in how gaming content is consumed and highlight opportunities for stakeholders to innovate and adapt.

    Local special circumstances:
    In Ukraine, the Games Live Streaming Market is influenced by a rich cultural heritage that embraces gaming as a form of entertainment and social interaction. The ongoing conflict has accelerated digital engagement, with many seeking online escapism through gaming. Additionally, regulatory support for esports has fostered a more structured environment for tournaments, encouraging local talent. Moreover, the strong presence of tech-savvy youth drives innovation, resulting in a vibrant community that shapes content creation and consumption patterns, distinguishing it from other markets.

    Underlying macroeconomic factors:
    The Games Live Streaming Market in Ukraine is significantly shaped by macroeconomic factors including the overall economic stability of the nation, technological advancements, and global digital trends. The ongoing conflict has led to increased reliance on digital platforms, with many individuals seeking gaming as both entertainment and a means of social connection. National fiscal policies that promote tech innovation and digital infrastructure investment are crucial, as they enhance accessibility to streaming services. Additionally, the global shift towards remote engagement and content consumption further fuels local growth, positioning Ukraine's gaming community as a dynamic player in the broader media landscape.

    Users

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    Global Comparison

    MOST_RECENT_UPDATE: Jan 2025

    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.

    Advertising & Media

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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: Jan 2025

    SOURCE: Statista Market Insights

    OUTLOOK_EXPLORE_RELATED_TOPICS

    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.
    OUTLOOK_MORE_DATA_ON_TOPIC

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