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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 6.34%, 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$2.58bn 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.

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 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.

    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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    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: 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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