Games Live Streaming - India
- India
- In India, revenue in the Games Live Streaming market market is projected to reach €178.70m in 2024.
- Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 3.63%, resulting in a projected market volume of €213.60m by 2029.
- In the Games Live Streaming market market in India, the number of users is expected to amount to 124.6m users by 2029.
- User penetration will be 7.1% in 2024 and is expected to hit 8.3% by 2029.
- In global comparison, most revenue will be generated China (€2,369.00m in 2024).
- The average revenue per user (ARPU) in the Games Live Streaming market market in India is projected to amount to €1.74 in 2024.
- In India, the Games Live Streaming market is rapidly evolving, driven by increased internet penetration and a growing appetite for interactive entertainment among youth.
Analyst Opinion
The Games Live Streaming market in India has witnessed significant growth in recent years, driven by the increasing popularity of online gaming and the growing number of internet users in the country.
Customer preferences: Indian consumers have shown a strong preference for online gaming, with a significant portion of the population actively participating in various gaming platforms. The convenience and accessibility offered by live streaming platforms have further fueled this trend, as gamers can now watch their favorite games being played by professionals or stream their own gameplay to a wide audience. The ability to interact with streamers and other viewers in real-time has also contributed to the appeal of live streaming.
Trends in the market: One of the key trends in the Games Live Streaming market in India is the rise of local streamers and content creators. Indian gamers are increasingly looking for content that is relatable and culturally relevant, leading to the emergence of homegrown streamers who cater to the specific preferences of the Indian audience. This trend has not only boosted the popularity of live streaming platforms but has also created new opportunities for advertisers and sponsors to reach a highly engaged audience. Another trend in the market is the increasing integration of e-sports and live streaming. E-sports tournaments and competitions are being streamed live on various platforms, attracting a large number of viewers and generating significant revenue through sponsorships and advertisements. The growing interest in e-sports has also led to the establishment of dedicated gaming arenas and the formation of professional gaming teams in India.
Local special circumstances: India's young population and its increasing internet penetration rate have played a crucial role in driving the growth of the Games Live Streaming market. With a large number of millennials and Gen Z individuals in the country, there is a strong demand for online entertainment and gaming content. Additionally, the availability of affordable smartphones and low-cost internet plans has made live streaming accessible to a wider audience, including those in rural areas.
Underlying macroeconomic factors: The rapid growth of the Games Live Streaming market in India is also influenced by several macroeconomic factors. The country's strong economic growth has led to an increase in disposable income, allowing consumers to spend more on entertainment and leisure activities. Furthermore, the government's Digital India initiative, aimed at promoting digital connectivity across the country, has played a significant role in expanding internet access and driving the adoption of online services, including live streaming platforms. In conclusion, the Games Live Streaming market in India is experiencing significant growth due to the increasing popularity of online gaming, the rise of local streamers, the integration of e-sports, and the country's young population and expanding internet connectivity. These factors, combined with India's strong economic growth and government initiatives, are expected to continue driving the growth of the market in the coming years.
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