Streaming - Germany

  • Germany
  • In Germany, revenue in the Streaming market is projected to reach €2.4m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.06%, resulting in a projected market volume of €3.1m by 2029.
  • While most revenue in the global Streaming market is generated China, in Germany is also expected to contribute significantly.
  • In the Streaming market in Germany, the number of users is anticipated to amount to 14.9m users by 2029.
  • User penetration will be 14.4% in 2024 and is expected to rise to 18.0% by 2029.
  • The average revenue per user (ARPU) in Germany is expected to amount to €0.2.
  • Germany's eSports streaming market is witnessing a surge in popularity, driven by increasing youth engagement and the rise of competitive gaming communities.

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

 
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Analyst Opinion

The eSports streaming market in Germany is seeing moderate growth due to factors such as growing interest in digital gaming, rising awareness among consumers, and the convenience of online streaming services. However, subdued growth is being impacted by regulatory challenges and a saturated market.

Customer preferences:
The rise of online streaming platforms has transformed the eSports market in Germany, with a growing number of consumers opting for virtual experiences over traditional live events. This shift is largely driven by the convenience and accessibility of streaming services, allowing viewers to engage with their favorite teams and players from the comfort of their own homes. Additionally, the younger demographic of eSports enthusiasts is more likely to prefer online streaming, reflecting a broader trend towards digital entertainment and consumption among younger generations. This shift towards virtual experiences is expected to continue, as technological advancements and changing consumer preferences drive the growth of the streaming market within the eSports industry.

Trends in the market:
In Germany, the eSports market is experiencing a surge in streaming services, with platforms such as Twitch and YouTube Gaming gaining popularity among gamers and viewers. This trend is driven by the increasing demand for live and on-demand content, as well as the rise of professional eSports leagues and tournaments. As a result, the streaming market is expected to continue growing in the coming years, presenting opportunities for industry stakeholders to capitalize on this trend. However, it also poses challenges such as the need for sustainable monetization models and ensuring fair compensation for content creators. Additionally, the integration of virtual and augmented reality technologies in streaming is expected to enhance the viewing experience and attract a wider audience, further driving the growth of the market.

Local special circumstances:
In Germany, the Streaming Market within the eSports Market is heavily influenced by the country's strong gaming culture and advanced internet infrastructure. With a large population of avid gamers, the demand for high-quality streaming services is on the rise. Additionally, Germany's strict regulations on traditional media have created a favorable environment for online streaming platforms to thrive. Furthermore, the country's high disposable income and tech-savvy population contribute to the growth of the market.

Underlying macroeconomic factors:
The Streaming Market within the eSports Market in Germany is heavily impacted by macroeconomic factors such as the country's strong economic health, technological advancements, and government initiatives to support the growth of the digital market. With a robust economy and favorable regulatory environment, Germany provides a conducive environment for the development and adoption of streaming technologies in the eSports market. Additionally, the increasing popularity of eSports in the country, coupled with the rise of digital media consumption, is driving the demand for streaming services, further boosting market 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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