Streaming - United States

  • United States
  • In the United States, revenue in the Streaming market is projected to reach €16.1m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 11.90%, resulting in a projected market volume of €28.3m by 2029.
  • While in the United States has a significant presence in the Streaming market, most revenue is generated China, which is projected to have a market volume of €37.6m in 2024.
  • In the Streaming market withUnited_States, the number of users is expected to amount to 46.3m users by 2029.
  • User penetration will be 9.8% in 2024 and is expected to hit 13.2% by 2029.
  • The average revenue per user (ARPU) in the United States is expected to amount to €0.5.
  • In the United States, the streaming eSports market is witnessing a surge in viewer engagement, driven by innovative content and interactive platforms.

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

 
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Analyst Opinion

The eSports market in the United States is seeing mild growth, influenced by factors like increasing popularity of streaming services, growing interest in competitive gaming, and the convenience of online tournaments.

Customer preferences:
Streaming platforms have become the primary source of content for esports enthusiasts in the United States. This trend is driven by the growing popularity of live streaming events and tournaments, as well as the convenience and accessibility of online gaming. Additionally, the rise of mobile gaming and the increasing use of social media platforms for streaming have further propelled the growth of the streaming market within the esports industry. As a result, traditional forms of entertainment, such as cable TV and physical gaming, are facing a decline in consumer demand.

Trends in the market:
In the United States, the Streaming Market within the eSports Market is experiencing significant growth, with a rise in online gaming platforms and streaming services. This trend is driven by the increasing popularity of eSports events and tournaments, which attract a large audience and generate significant revenue. Additionally, advancements in technology and the availability of high-speed internet have made it easier for gamers to stream and share their gameplay. This trend is expected to continue in the coming years, with potential implications for industry stakeholders such as game developers, streaming platforms, and advertisers. It presents opportunities for monetization, brand partnerships, and reaching a wider audience, but also poses challenges in terms of competition and maintaining a loyal fan base. As the eSports industry continues to evolve, it will be crucial for stakeholders to stay updated on these trends and adapt their strategies accordingly.

Local special circumstances:
In the United States, the eSports market has been driven by the widespread popularity of online streaming platforms such as Twitch and YouTube Gaming. These platforms have allowed for easy accessibility and engagement with eSports events, contributing to the market's growth. Additionally, the American culture of competitive gaming and the country's advanced technological infrastructure have also played a significant role in the market's success. Moreover, the lack of strict regulations in the eSports industry in the US has fostered a favorable environment for growth and innovation in the streaming sector.

Underlying macroeconomic factors:
The growth of the Streaming Market within the eSports Market in the United States is heavily influenced by macroeconomic factors such as technological advancements, consumer spending power, and government policies. With the rise of streaming platforms and advancements in internet infrastructure, the accessibility and popularity of eSports has increased. Additionally, the strong consumer spending power in the US has created a lucrative market for streaming services, contributing to the growth of the Streaming Market within the eSports Market. Government support and policies promoting the growth of the eSports industry have also played a significant role in the market's expansion. However, potential economic downturns and changing consumer preferences could impact the growth of the market in the future.

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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