Games Live Streaming - Russia

  • Russia
  • Revenue in Russia's Games Live Streaming market market is forecasted to reach €221.00m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.34%, leading to a projected market volume of €300.50m by 2029.
  • Within the Games Live Streaming market market in Russia, the number of users is expected to reach 41.4m users by 2029.
  • User penetration is set to be 21.2% in 2024 and is projected to increase to 29.2% by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (€2,393.00m in 2024).
  • The average revenue per user (ARPU) in Russia's Games Live Streaming market market is forecasted to be €7.23 in 2024.
  • In Russia, the Games Live Streaming market is experiencing a surge in viewer engagement, driving increased demand for interactive and immersive gaming content.

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

 
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Comparaison de régions
 
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Analyst Opinion

The Games Live Streaming market in Russia has been experiencing significant growth in recent years.

Customer preferences:
Customers in Russia are increasingly turning to live streaming to watch their favorite video games being played. This is driven by several factors, including a growing interest in gaming as a form of entertainment and the desire to connect with other gamers. Live streaming allows viewers to watch professional gamers play, learn new strategies, and interact with other viewers in real-time. Additionally, the rise of esports has contributed to the popularity of live streaming, as viewers can watch competitive gaming tournaments and support their favorite teams.

Trends in the market:
One of the key trends in the Games Live Streaming market in Russia is the increasing number of platforms and channels dedicated to live streaming. There are now numerous platforms available that cater specifically to gamers and provide a space for them to stream their gameplay. This has created a competitive landscape, with platforms vying for both viewers and streamers. As a result, there is a wide variety of content available, catering to different gaming genres and preferences. Another trend is the monetization of live streaming. Many streamers in Russia are able to generate income through donations from viewers, sponsorships, and partnerships with brands. This has led to a rise in professional streamers who make a living from their gaming content. Additionally, some platforms offer subscription models or ad revenue sharing programs, providing streamers with additional revenue streams.

Local special circumstances:
Russia has a large gaming community, with a significant number of gamers actively participating in the market. This has created a strong demand for live streaming content, as viewers seek to engage with their favorite games and connect with other gamers. The popularity of live streaming in Russia can also be attributed to the country's strong internet infrastructure, which allows for seamless streaming experiences.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Russia can be attributed to several underlying macroeconomic factors. Firstly, the increasing affordability and accessibility of high-speed internet has made it easier for viewers to watch live streams without buffering or lag. This has contributed to a positive user experience and encouraged more people to engage with live streaming content. Secondly, the rise of smartphones and mobile gaming has also played a role in the growth of the market. Mobile gaming has become increasingly popular in Russia, and live streaming provides a way for mobile gamers to connect with others and share their gameplay experiences. In conclusion, the Games Live Streaming market in Russia is experiencing significant growth due to customer preferences for interactive and engaging gaming content, the availability of platforms and channels dedicated to live streaming, the monetization opportunities for streamers, the strong gaming community in Russia, and the underlying macroeconomic factors of internet accessibility and mobile gaming.

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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