Games Live Streaming - Sri Lanka

  • Sri Lanka
  • Revenue in the Games Live Streaming market is projected to reach US$14.54m in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2027) of 6.43%, resulting in a projected market volume of US$16.47m by 2027.
  • In the Games Live Streaming market, the number of users is expected to amount to 3.4m users by 2027.
  • User penetration will be 13.9% in 2025 and is expected to hit 15.7% by 2027.
  • In global comparison, most revenue will be generated in China (US$2,918.00m in 2025).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to US$4.81 in 2025.

Key regions: South Korea, France, Germany, India, United States

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Currency

Revenue

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

Most recent update: Mar 2024

Source: Statista Market Insights

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Most recent update: Mar 2024

Source: Statista Market Insights

Digital

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This report presents a comprehensive analysis and additional information on the Games Live Streaming market, in a PDF format.
Live streaming - Background Live streaming - Cover

Users

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Most recent update: Mar 2024

Source: Statista Market Insights

Global Comparison

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Most recent update: Mar 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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