Streaming - Australia

  • Australia
  • In Australia, revenue in the Streaming market is projected to reach €0.6m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.50%, resulting in a projected market volume of €0.8m by 2029.
  • While the majority of revenue is generated China, in Australia is also contributing to the Streaming market.
  • In this market, the number of users in Australia is expected to amount to 3.1m users by 2029.
  • User penetration in Australia will be 9.5% in 2024 and is expected to hit 11.0% by 2029.
  • The average revenue per user (ARPU) in Australia is expected to amount to €0.2.
  • Australia's eSports streaming market is increasingly attracting mainstream attention, with local platforms gaining traction among both gamers and advertisers seeking to engage younger audiences.

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

 
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Analyst Opinion

The eSports streaming market in Australia has seen moderate growth due to factors such as the growing popularity of digital platforms, rising interest in online gaming, and the convenience of streaming services. However, the market's growth rate is subdued, potentially impacted by factors such as limited internet infrastructure and competition from traditional sports.

Customer preferences:
With the rise of online streaming platforms and the increasing popularity of eSports, consumers in Australia are gravitating towards convenient and accessible ways to engage with their favorite games and players. This has led to a surge in demand for live streaming services and online gaming communities, providing a sense of community and interaction for gamers. Moreover, the growing prevalence of mobile gaming and the rise of virtual reality technology have also contributed to the shift towards digital platforms in the eSports market.

Trends in the market:
In Australia, the eSports market is experiencing a surge in popularity, with an increasing number of players and spectators. This is driving growth in the streaming market, as more viewers turn to streaming platforms to watch live eSports events. Additionally, there is a growing trend of monetizing eSports streaming through subscription services and advertising. This trend is expected to continue as streaming platforms invest in creating high-quality content and partnerships with eSports organizations. Industry stakeholders, such as streaming platforms and eSports teams, stand to benefit from this trend by tapping into the growing audience and revenue potential. It also presents opportunities for new entrants to enter the market and for existing players to expand their offerings. However, there may be challenges in terms of content licensing and competition among streaming platforms. As the trend towards streaming in the eSports market continues, it is crucial for stakeholders to adapt and innovate to stay ahead of the competition and capitalize on the growing demand for eSports content.

Local special circumstances:
In Australia, the eSports streaming market is heavily influenced by the country's strong gaming culture and advanced technology infrastructure. With a high percentage of the population being avid gamers, there is a significant demand for high-quality streaming services. Additionally, the Australian government has implemented favorable regulations and policies for the growth of the eSports industry, providing a supportive environment for streaming platforms to thrive. These factors contribute to the market's steady growth and potential for further expansion.

Underlying macroeconomic factors:
The growth of the Streaming Market within the eSports Market in Australia is heavily impacted by macroeconomic factors such as the overall economic health of the country, government policies, and global economic trends. The rise in disposable income and the increasing popularity of online gaming have led to a significant demand for streaming services in the eSports market. Additionally, the government's support and investment in the gaming industry, as well as the growing interest of international investors, have contributed to the growth of the streaming market in Australia. However, economic instability and fluctuating exchange rates can have a negative impact on market performance. Moreover, the country's strong digital infrastructure and high internet penetration rates have also played a crucial role in the development and expansion of the streaming market within the eSports industry.

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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