Streaming - Asia

  • Asia
  • In Asia, revenue in the Streaming market is projected to reach €55.5m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.81%, resulting in a projected market volume of €92.7m by 2029.
  • With a projected market volume of €37.6m in 2024, most revenue is generated China.
  • In the Streaming market withAsia, the number of users is expected to amount to 0.5bn users by 2029.
  • User penetration will be 9.8% in 2024 and is expected to hit 11.5% by 2029.
  • The average revenue per user (ARPU) in this region is expected to amount to €0.1.
  • In Asia, particularly in countries like South Korea, the streaming of eSports is rapidly evolving, highlighting a growing cultural integration and mainstream acceptance among diverse demographics.

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

 
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Analyst Opinion

The eSports market in Asia is seeing a rapid rise, fueled by factors such as the popularity of streaming services, growing interest in competitive gaming, and the convenience of online platforms. The market's average growth rate is being impacted by increasing investments and partnerships, as well as the growing audience and revenue streams.

Customer preferences:
With the rise of eSports as a popular form of entertainment in Asia, there has been a growing demand for streaming services that allow fans to watch live tournaments and matches. This trend is fueled by the younger generation's preference for digital content consumption and the increasing availability of high-speed internet. Additionally, the rise of mobile gaming and the adoption of smartphones among a wider demographic have also contributed to the growth of the streaming market in the eSports industry. The convenience and accessibility of streaming platforms have made it easier for fans to stay connected to their favorite teams and players, even on the go. This shift towards digital consumption is expected to continue as the eSports industry continues to expand in Asia.

Trends in the market:
In Asia, the Streaming Market within the eSports Market is experiencing a surge in viewership, with more audiences turning to online platforms to watch live gaming tournaments and events. This trend is driven by the increasing popularity of eSports in the region and the rise of streaming platforms such as Twitch and Douyu. As a result, there is a growing demand for high-quality streaming infrastructure and technology to support this trend. This presents opportunities for industry stakeholders to invest in and develop innovative solutions to meet the needs of this rapidly growing market. Additionally, this trend has implications for traditional sports and entertainment industries as eSports continues to attract a younger and tech-savvy audience. As such, these industries may need to adapt and incorporate eSports into their strategies to stay relevant and reach a wider audience.

Local special circumstances:
In Asia, the Streaming Market within the eSports Market is heavily influenced by the region's strong gaming culture and the widespread availability of high-speed internet. In China, the market is driven by the popularity of mobile gaming and the country's strict regulations on traditional sports, pushing viewers towards eSports. In South Korea, the government's support for eSports has led to a thriving industry, with top players becoming national celebrities. In Japan, cultural factors such as the emphasis on teamwork and dedication have created a unique market for team-based eSports.

Underlying macroeconomic factors:
The growth of the Streaming Market within the eSports Market in Asia is greatly impacted by macroeconomic factors such as the region's economic health, government policies, and global economic trends. Countries with strong economic growth, supportive regulatory environments, and investments in digital infrastructure are experiencing faster growth in the market compared to those with regulatory challenges and limited investments. Moreover, the rising prevalence of gaming culture and the increasing popularity of eSports in the region are driving the demand for streaming services, creating a positive outlook for the market's future growth.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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