Games Live Streaming - Asia

  • Asia
  • In Asia, the revenue in the Games Live Streaming market market is projected to reach €5.30bn in 2024.
  • This revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.73%, which will result in a projected market volume of €7.34bn by 2029.
  • By 2029, the number of users in the Games Live Streaming market market in Asia is expected to amount to 1.1bn users.
  • User penetration will be 17.2% in 2024 and is anticipated to increase to 22.6% by 2029.
  • In global comparison, the majority of revenue will be generated China, with an expected figure of €2,393.00m in 2024.
  • Furthermore, the average revenue per user (ARPU) in the Games Live Streaming market market in Asia is projected to amount to €6.78 in 2024.
  • In Asia, the rise of mobile gaming has significantly boosted the popularity of games live streaming, transforming entertainment consumption among younger audiences.

Key regions: Japan, China, Europe, France, Germany

 
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Analyst Opinion

The Games Live Streaming market in Asia has witnessed significant growth in recent years, driven by the increasing popularity of online gaming and the rise of esports.

Customer preferences:
Asian consumers have shown a strong preference for live streaming platforms for gaming content. They enjoy watching professional gamers compete in popular games such as League of Legends, Dota 2, and Fortnite. The ability to interact with the streamers and other viewers through live chat features also enhances the overall experience. Additionally, many viewers appreciate the convenience of being able to watch their favorite streamers anytime and anywhere through mobile devices.

Trends in the market:
One of the key trends in the Games Live Streaming market in Asia is the emergence of local streaming platforms that cater specifically to the Asian audience. These platforms understand the cultural nuances and preferences of the local market, offering content that resonates with Asian viewers. This has led to the rise of popular Asian streamers who have gained a large following within their respective countries. Another trend is the increasing integration of esports events with live streaming platforms. Major esports tournaments are now being streamed live on platforms such as Twitch and YouTube, attracting millions of viewers from around the world. This has created new opportunities for advertisers and sponsors to reach a highly engaged and targeted audience.

Local special circumstances:
Asia is home to some of the largest gaming markets in the world, such as China, South Korea, and Japan. These countries have a strong gaming culture and a large population of avid gamers. The popularity of gaming and esports in these countries has contributed to the growth of the Games Live Streaming market. Furthermore, the widespread adoption of high-speed internet and the availability of affordable smartphones have made it easier for people in Asia to access live streaming platforms. This has led to a surge in the number of viewers and streamers in the region.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Asia can also be attributed to the overall economic development in the region. As disposable incomes rise, more people are willing to spend money on entertainment and leisure activities, including watching live gaming streams. The increasing availability of high-speed internet and the proliferation of smartphones have also made it easier for people to access live streaming platforms. In conclusion, the Games Live Streaming market in Asia is experiencing significant growth due to the increasing popularity of online gaming, the rise of esports, and the availability of high-speed internet and smartphones. The emergence of local streaming platforms and the integration of esports events with live streaming platforms are key trends in the market. The strong gaming culture and growing disposable incomes in Asia further contribute to the market's development.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, video gaming revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Vue d’ensemble

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