Games Live Streaming - Denmark

  • Denmark
  • Revenue in the Games Live Streaming market is projected to reach €71.99m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.88%, resulting in a projected market volume of €100.40m by 2029.
  • In the Games Live Streaming market, the number of users is expected to amount to 1.7m users by 2029.
  • User penetration will be 20.5% in 2024 and is expected to hit 28.1% by 2029.
  • In global comparison, most revenue will be generated in China (€2,359.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market is projected to amount to €59.09 in 2024.

Key regions: Germany, Europe, United Kingdom, Japan, South Korea

 
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Analyst Opinion

The Games Live Streaming market in Denmark has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the rise of eSports.

Customer preferences:
Danish consumers are increasingly turning to live streaming platforms to watch their favorite games being played by professional gamers. This allows them to not only enjoy the gameplay, but also to learn new strategies and techniques. Furthermore, the interactive nature of live streaming platforms allows viewers to engage with the streamers and other viewers through chat features, creating a sense of community and social interaction.

Trends in the market:
One of the key trends in the Games Live Streaming market in Denmark is the growing number of professional gamers who are streaming their gameplay. These streamers often have large followings and attract a significant number of viewers, who tune in to watch their favorite streamers play and provide commentary. This trend has created opportunities for streamers to monetize their content through advertising, sponsorships, and donations from viewers. Another trend in the market is the increasing popularity of eSports tournaments. Denmark has seen a rise in the number of eSports events, where professional gamers compete against each other in popular games such as League of Legends, Counter-Strike: Global Offensive, and Dota 2. These tournaments are often live streamed, allowing fans to watch the action unfold in real-time. The growth of eSports has also led to the emergence of dedicated eSports live streaming platforms, catering specifically to the gaming community.

Local special circumstances:
Denmark has a strong gaming culture, with a high percentage of the population actively participating in gaming activities. This has created a favorable environment for the growth of the Games Live Streaming market, as there is already a large and engaged audience for this type of content. Additionally, Denmark has a well-developed internet infrastructure, which enables smooth and high-quality live streaming experiences for viewers.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Denmark can be attributed to several underlying macroeconomic factors. Firstly, the increasing availability of high-speed internet and the widespread adoption of smartphones and other connected devices have made it easier for consumers to access live streaming platforms. This has expanded the potential audience for live streaming content and contributed to the market's growth. Secondly, the rise of eSports as a mainstream form of entertainment has attracted significant investment from both sponsors and advertisers. This has led to the development of professional leagues and tournaments, which are often live streamed to a global audience. The revenue generated from these partnerships and sponsorships has further fueled the growth of the Games Live Streaming market in Denmark. In conclusion, the Games Live Streaming market in Denmark is experiencing strong growth due to the increasing popularity of online gaming, the rise of eSports, and the country's well-developed internet infrastructure. Danish consumers are turning to live streaming platforms to watch their favorite games being played by professional gamers, and the market is benefiting from the growing number of professional streamers and the popularity of eSports tournaments.

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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