Games Live Streaming - Ukraine

  • Ukraine
  • In Ukraine, revenue in the Games Live Streaming market market is projected to reach US$21.98m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.33%, leading to a projected market volume of US$29.88m by 2029.
  • Within the Games Live Streaming market market in Ukraine, the number of users is anticipated to total 7.2m users by 2029.
  • User penetration is expected to be 13.8% in 2024 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$2,581.00m in 2024.
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Ukraine is projected to amount to US$4.20 in 2024.
  • In Ukraine, the Games Live Streaming market is experiencing a surge in popularity, driven by a vibrant gaming community and increasing internet accessibility.

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

 
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Analyst Opinion

The Games Live Streaming market in Ukraine is experiencing significant growth and development.

Customer preferences:
Ukrainian consumers have shown a strong preference for online gaming and entertainment, which has contributed to the rise of the Games Live Streaming market. The convenience and accessibility of live streaming platforms have made it easier for gamers to connect with their audience and share their gaming experiences in real-time. Additionally, the interactive nature of live streaming allows viewers to engage with their favorite streamers and participate in the gaming community.

Trends in the market:
One of the key trends in the Games Live Streaming market in Ukraine is the increasing popularity of esports. Esports tournaments and competitions attract a large audience, both online and offline, and live streaming platforms have become a primary medium for watching these events. The growing interest in esports has led to the emergence of professional gamers and streamers who are able to monetize their skills through sponsorships, donations, and advertising. Another trend in the market is the diversification of content on live streaming platforms. While gaming remains the dominant category, streamers are expanding their content to include other forms of entertainment such as music, cooking, and talk shows. This diversification appeals to a wider audience and allows streamers to attract new viewers who may not be avid gamers.

Local special circumstances:
Ukraine has a strong gaming culture, with a large number of gamers and gaming enthusiasts in the country. This has created a vibrant and active gaming community that actively participates in live streaming platforms. The country also has a relatively low cost of living, which has made it an attractive destination for streamers looking to establish themselves in the industry.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Ukraine can be attributed to several macroeconomic factors. Firstly, the increasing internet penetration rate in the country has made it easier for people to access online content, including live streaming platforms. Additionally, the rise of affordable smartphones and the availability of high-speed internet connections have further facilitated the growth of the market. Furthermore, the COVID-19 pandemic has played a role in the development of the Games Live Streaming market in Ukraine. With people spending more time at home due to lockdowns and social distancing measures, there has been an increased demand for online entertainment. Live streaming platforms have provided a source of entertainment and social interaction for many Ukrainians during this challenging time. In conclusion, the Games Live Streaming market in Ukraine is experiencing significant growth and development due to customer preferences for online gaming and entertainment, the increasing popularity of esports, the diversification of content on live streaming platforms, the strong gaming culture in the country, and underlying macroeconomic factors such as internet penetration and the impact of the COVID-19 pandemic.

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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