Streaming - Norway

  • Norway
  • In Norway, revenue in the Streaming market is projected to reach €206.0k in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.97%, resulting in a projected market volume of €275.3k by 2029.
  • While most revenue is generated China, it is important to note the developments in Norway's own Streaming market.
  • In this market, the number of users in Norway is expected to amount to 1.3m users by 2029.
  • User penetration in Norway will be 17.7% in 2024 and is expected to hit 22.3% by 2029.
  • The average revenue per user (ARPU) in Norway is expected to amount to €0.2.
  • Norway's eSports streaming market is witnessing a surge in localized content, reflecting the country's growing interest in competitive gaming and digital engagement.

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

 
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Analyst Opinion

The eSports streaming market in Norway has seen steady growth due to the increasing popularity of digital platforms, rising interest in competitive gaming, and the convenience of online services. However, the market's growth rate is relatively subdued, influenced by limited infrastructure and regulatory challenges.

Customer preferences:
The growing popularity of live streaming platforms for eSports events has led to a rise in demand for high-speed internet and advanced streaming equipment among consumers in Norway. This trend is driven by the increasing preference for live viewing experiences and the emergence of professional eSports leagues in the country. Additionally, the rise of mobile gaming and the integration of streaming technology into gaming devices has further fueled the growth of the streaming market within the eSports market in Norway.

Trends in the market:
In Norway, the eSports market is experiencing a surge in streaming platforms, with platforms such as Twitch and YouTube gaining popularity among viewers and players alike. This trend is expected to continue, with the market projected to reach over $50 million by 2023. This growth is significant for industry stakeholders, as it opens up new revenue streams through advertising and sponsorships. Furthermore, the rise of streaming has also led to increased viewership and engagement, making it an attractive market for potential investors and advertisers. However, this trend also has implications for traditional media outlets, as they may see a decline in viewership and advertising revenue. Therefore, it is important for industry stakeholders to adapt and capitalize on the opportunities presented by the growing streaming market.

Local special circumstances:
In Norway, the Streaming Market within the eSports Market is thriving due to the country's high internet penetration rate, as well as its strong gaming culture. Additionally, Norway's strict regulations on gambling and betting have led to the rise of eSports as a popular alternative. The country's cold climate also plays a role, as it encourages indoor activities and gaming, making it a prime location for streaming and eSports events. Furthermore, Norway's strong economy and high disposable income have created a lucrative market for streaming subscriptions and sponsorships.

Underlying macroeconomic factors:
The streaming market within the eSports market in Norway is heavily influenced by macroeconomic factors such as technological advancements, government regulations, and investment in digital infrastructure. As a highly developed country with a strong economy, Norway has a favorable regulatory environment and significant investments in technology, making it an attractive market for streaming services. Additionally, the increasing popularity of eSports and the growing number of young, tech-savvy consumers in the country are driving the demand for high-quality streaming experiences. Furthermore, the strong financial stability of Norway and its high disposable income levels contribute to a higher willingness to pay for premium streaming services.

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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