Games Live Streaming - Vietnam

  • Vietnam
  • Revenue in the Games Live Streaming market is projected to reach US$70.47m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.20%, resulting in a projected market volume of US$99.77m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 8.2m users by 2029.
  • User penetration will be 5.8% in 2024 and is expected to hit 8.1% by 2029.
  • In global comparison, most revenue will be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$12.21 in 2024.

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

 
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Analyst Opinion

The Games Live Streaming market in Vietnam has been experiencing significant growth in recent years, driven by increasing customer preferences for online gaming and the rise of eSports.

Customer preferences:
Vietnamese gamers have shown a strong preference for online gaming, with a growing number of players opting for live streaming platforms to watch their favorite games being played. This trend can be attributed to several factors. Firstly, live streaming allows gamers to learn new strategies and techniques from professional players, improving their own skills and gameplay. Additionally, watching live streams provides a sense of community and connection, as gamers can interact with both the streamer and other viewers through chat functions. Lastly, live streaming platforms often offer additional content such as tutorials, game reviews, and special events, further enhancing the overall gaming experience.

Trends in the market:
The Games Live Streaming market in Vietnam is witnessing a surge in popularity, with a growing number of platforms and streamers catering to the demand. This trend can be attributed to the increasing availability of high-speed internet and affordable smartphones, making it easier for gamers to access and stream live content. Furthermore, the rise of eSports in Vietnam has significantly contributed to the growth of the live streaming market. eSports tournaments attract a large audience, both online and offline, and live streaming platforms have become a key medium for broadcasting these events. As a result, the demand for live streaming services has increased, leading to the emergence of specialized platforms and the expansion of existing ones.

Local special circumstances:
Vietnam has a young and tech-savvy population, with a high proportion of gamers among its youth. This demographic factor has played a significant role in the growth of the Games Live Streaming market. Furthermore, the Vietnamese government has shown support for the development of eSports and the gaming industry as a whole. This support includes the organization of eSports tournaments and the establishment of gaming hubs and training centers. Such initiatives have created a favorable environment for the growth of the live streaming market, as they encourage the participation and engagement of both players and viewers.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Vietnam is also influenced by underlying macroeconomic factors. The country's economy has been experiencing steady growth, resulting in an increase in disposable income among the population. This has led to higher spending on leisure activities, including gaming and live streaming. Additionally, the rapid expansion of internet infrastructure and the widespread adoption of smartphones have made it easier for Vietnamese consumers to access live streaming platforms. These factors, combined with the rising popularity of eSports, have created a fertile ground for the development of the Games Live Streaming market in Vietnam.

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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