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We'll tailor a Twitch dataset to meet your unique needs, encompassing streamer profiles, viewer engagement metrics, streaming times, demographic data of viewers, follower counts, chat statistics, and other pertinent metrics.
Leverage our Twitch datasets for diverse applications to bolster strategic planning and market analysis. Scrutinizing these datasets enables organizations to grasp viewer preferences and streaming trends, facilitating nuanced content development and engagement initiatives. Customize your access to the entire dataset or specific subsets as per your business requisites.
Popular use cases involve optimizing content strategy based on streamer performance and viewer engagement, enhancing marketing strategies through targeted audience segmentation, and identifying and forecasting trends in the streaming community to stay ahead in the digital entertainment landscape.
As of February 2024, users between the ages of 25 to 34 years accounted for the biggest share of Twitch.tv users worldwide. During the measured period, users in this age group amounted to over 52 percent of Twitch online audiences. Users aged between 35 and 44 years were the second largest demographic accessing with Twitch.
As of November 2024, more than seven in ten online visitors to streaming platform Twitch.tv were male. Women only accounted for 27.86 percent of global desktop visitors to Twitch.tv. Twitch is a popular platform for video gaming live streams.
In the six months ending March 2024, the United States accounted for over 20.6 percent of Twitch's desktop traffic worldwide. Germany accounted for a further 7.17 percent of the streaming platform's desktop traffic. Twitch has gained massively in popularity during coronavirus-related lockdowns in 2020.
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The streaming analytics market is poised for significant growth, with a market size valued at USD 11.79 billion in 2025 and projected to reach USD 37.78 billion by 2033, exhibiting a CAGR of 14.81% during the forecast period (2025-2033). The rising demand for real-time data analysis, fueled by the proliferation of IoT devices and the increasing adoption of data-driven decision-making, is driving this growth. Key market drivers include the increasing adoption of cloud-based streaming analytics solutions, the growing demand for predictive maintenance and fraud detection applications, and the need for real-time data insights to improve operational efficiency and customer experience. However, challenges such as data security concerns, the lack of skilled professionals, and the need for high-performance computing infrastructure may restrain market growth. Major players in the streaming analytics market include Apache Software Foundation, Microsoft Corporation, Datatorrent, SAP SE, and Oracle Corporation. The market is segmented by component (software, service), application (predictive asset maintenance, fraud detection), and deployment (cloud, on-premise), with regional analysis covering North America, Europe, Asia Pacific, Middle East & Africa, and South America. Recent developments include: The brand-new Stream Analytics Experiment will be launched in March 2023, according to streaming juggernaut Twitch. Streamers can use the page to get detailed information on international trends and insights to better organise their streams. The information will be accessible to streamers of all genres and will cover a variety of subjects, including audience demographics, streaming language, geographic area, as well as well-liked games and streams., The Spotfire 12.2 update from Tibco will also provide streaming and data science technologies in March 2023. Spotfire's most recent incarnation combines data science, streaming, and data management technologies to create an end-to-end data visualisation and analytics platform.. Notable trends are: Data security is in high demand in the manufacturing sector and is driving market growth.
As of May 2020, users in their teens and twenties accounted for more than three-quarters of Twitch's active app user accounts in the United States. According to recent data users aged 20 to 29 years, accounted for 40.6 percent of the video streaming app's user base on the Android platform.
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The Game Streaming Market is Segmented by Revenue Model (In-Game Advertising Model, Subscription Model, and Other Revenue Models), Solutions (Web-Based (Twitch, Youtube, Facebook, Dailymotion) and Applications-Based (Xbox Game Streaming, Remotr, Steam Link, Rainway Inc)), and Geography (North America (United States, Canada), Europe (Germany, United Kingdom, Rest of Europe), Asia-Pacific (China, Japan, India, South Korea, Rest of Asia-Pacific), Rest of the World). The Market Sizes and Forecasts are Provided in Terms of Value (USD) for all the Above Segments.
In January 2025, video streaming platform Twitch had approximately 7.7 million active streamers, down from a peak of 9.89 million in January 2021. The platform experienced a boom during the COVID-19 pandemic, when many new users used the platform to connect with friends or try their hand at livestreaming. However, this trend normalized again towards the end of the year, and the streaming space has also grown more competitive as platforms apart from Twitch have evolved to attract streamers and viewers. Popular content categories on Twitch In 2024, most of the leading content categories on Twitch were all gaming-related – except for the top spot: Just Chatting. The general conversation category accumulated 2.8 billion hours of viewing time in the measured period. In October 2023, global Twitch audiences spent around 253 million hours watching Just Chatting content on Twitch, with the average viewer count of such content reaching 347 thousand. KaiCenat was the most popular Just Chatting streamer on Twitch in the most recently measured month. Game streamers Twitch is very popular with gamers and gaming audiences, and the ranking of the most popular Twitch streamers reflects this. Ninja (real name: Richard Tyler Blevins), the top-ranked streamer on Twitch, had 19.14 million followers in December 2024. Ninja saw a meteoric rise to fame when he was one of the first top-ranked players to stream the then-newly released Fortnite Battle Royale at the end of 2017. Second-ranked ibai (real name: Ibai Llanos Garatea) was ranked second with 17.19 million followers on Twitch. With more than 9.4 million followers, Imane Anys, better known as Pokimane, was the only woman among the most-followed Twitch streamers worldwide. Overall, women only accounted for nine percent of the top-ranked Twitch channels.
As of March 2024, youtube.com accounted for over 38 percent of social media referral traffic to video streaming platform Twitch.tv. Twitch's second-largest social media traffic driver was twitter.com, which generated more than 33 percent of social media traffic to Twitch.
Overwatch 2 is a free-to-play team-based online shooter video game published by Blizzard Entertainment. The player can choose between 35 varied heroes, all of whom have different skills, and each character fulfills a specific role. The game was released in October 2022 on multiple gaming platforms. Overwatch 2 events on the video streaming service Twitch were watched by an average of 12,900 viewers in January 2025.
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[Keywords] Market include Livestream, Vimeo, Twitch, FB Live, Mixer
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[425 Pages Report] The global stream hosting market is expected to reach a valuation of nearly US$ 4 Bn in 2022. Sales are expected to increase at an impressive 14.8% CAGR, with the total stream hosting market size reaching US$ 16 Bn by 2032.
Attribute | Details |
---|---|
Stream Hosting Market Estimated Market Value (2022) | US$ 4 Billion |
Projected Market Size (2032) | US$ 16 Billion |
Value-based CAGR% (2022-2032) | 14.8% |
Top 5 Vendor Market Share | Around 32% |
Scope Of Report
Attribute | Details |
---|---|
Forecast Period | 2022 to 2032 |
Historical Data Available for | 2017 to 2021 |
Market Analysis | US$ Billion for Value |
Key Regions Covered | North America, Latin America, Europe, East Asia, South Asia & Pacific, and the Middle East & Africa |
Key Countries Covered | The USA, Canada, Brazil, Mexico, Germany, the U.K., France, Italy, Spain, Russia, China, Japan, South Korea, India, Malaysia, Indonesia, Singapore, Australia & New Zealand, GCC Countries, Turkey, and South Africa |
Key Segments Covered | Content Type, Streaming Type, Platform, Industry and Region |
Key Companies Profiled |
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Report Coverage | Market Forecast, Company Share Analysis, Competition Intelligence, DROT Analysis, Market Dynamics and Challenges, and Strategic Growth Initiatives |
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The global mobile live broadcast software market is experiencing robust growth, driven by the increasing adoption of smartphones, the rise of social media platforms incorporating live streaming features, and the expanding popularity of live e-commerce. The market, estimated at $15 billion in 2025, is projected to witness a Compound Annual Growth Rate (CAGR) of 18% from 2025 to 2033, reaching an estimated $50 billion by 2033. This substantial growth is fueled by several key factors. The proliferation of high-speed internet access, particularly in developing economies, is making live streaming more accessible to a wider audience. Furthermore, advancements in mobile technology, including improved camera quality and bandwidth capabilities, are enhancing the user experience and driving adoption. The integration of live streaming into various applications, from social media and gaming to education and e-commerce, is further expanding the market's reach and potential. The increasing demand for interactive and engaging content is also a significant driver, with users seeking real-time communication and experiences. However, challenges such as bandwidth limitations in certain regions, concerns over data privacy and security, and the need for robust monetization strategies for broadcasters remain. Segmentation analysis reveals that the Android version of mobile live broadcast software holds a larger market share compared to its iOS counterpart, reflecting the greater global penetration of Android devices. The commercial segment dominates application-based segmentation, driven by the utilization of live streaming for marketing, sales, and customer engagement. Key players like Facebook Live, YouTube Live, and TikTok (Douyin) are shaping market dynamics through continuous innovation and aggressive expansion strategies. Geographic analysis indicates significant growth potential in Asia-Pacific and other emerging markets, where smartphone penetration and internet usage are rapidly increasing. North America and Europe, however, continue to hold substantial market shares due to high early adoption and advanced technological infrastructure. The continued innovation in areas like interactive features, augmented reality integration, and advanced analytics will likely further propel market expansion in the coming years.
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Market Overview and Growth Drivers The global Professional Online Live Streaming System market is poised to witness substantial growth over the forecast period of 2023-2029, reaching a valuation of USD 136.95 billion by 2029, expanding at a CAGR of 25.1%. The rapid adoption of digital entertainment, coupled with the increasing demand for interactive and immersive experiences, has been a key driver for this market's growth. Additionally, the rise of mobile live streaming platforms and the accessibility of high-speed internet have further accelerated market expansion. Market Segmentation and Competitive Landscape The Professional Online Live Streaming System market can be segmented based on type (e.g., games, shopping, music) and application (e.g., mobile, desktop). Major players in the market include Kuaishou, YY, Twitch, Byte Dance, Tencent Music Entertainment, and Douyu. These companies are actively investing in research and development, introducing innovative features, and expanding their global presence to gain a competitive edge.
As of February 2025, EzFlashKIDZ was the fastest-growing Indonesian-language Twitch channel, gaining over 1,151 followers in the past month. HELLOFRUITS ranked second with about 214 new followers.
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Here, we analyzed the fast-twitch muscle of juvenile Piaractus mesopotamicus (pacu) submitted to prolonged fasting (30d) and refeeding (6h, 24h, 48h and 30d). We measured the relative rate of weight and length increase (RRIlength and RRIweight), performed shotgun proteomic analysis and did Western blotting for PVALB after 30d of fasting and 30d of refeeding. We assessed the gene expression of igf-1, mafbx and pvalb after 30d of fasting and after 6h, 24h, 48h and 30d of refeeding. We performed a bioinformatic analysis to predict miRNAs that possibly control parvalbumin expression. After fasting, RRIlength, RRIweight and igf-1 expression decreased, while the mafbx expression increased, which suggest that prolonged fasting caused muscle atrophy. After 6h and 24h of refeeding, mafbx was not changed and igf-1 was downregulated, while after 48h of refeeding mafbx was downregulated and igf-1 was not changed. After 30d of refeeding, RRIlength and RRIweight were increased and igf-1 and mafbx expression were not changed. Proteomic analysis identified 99 proteins after 30d of fasting and 71 proteins after 30d of refeeding, of which 23 and 17, respectively, were differentially expressed. Most of these differentially expressed proteins were related to cytoskeleton, muscle contraction, and metabolism. Among these, parvalbumin (PVALB) was selected for further validation. The analysis showed that pvalb mRNA was downregulated after 6h and 24h of refeeding, but was not changed after 30d of fasting or 48h and 30d of refeeding. The Western blotting confirmed that PVALB protein was downregulated after 30d of fasting and 30d of refeeding. The downregulation of the protein and the unchanged expression of the mRNA after 30d of fasting and 30d of refeeding suggest a post-transcriptional regulation of PVALB. Our miRNA analysis predicted 444 unique miRNAs that may target pvalb. In conclusion, muscle atrophy and partial compensatory growth caused by prolonged fasting followed by refeeding affected the muscle proteome and PVALB expression.
Counter Strike is a series of first-person shooter video games in which two teams compete to perpetrate or prevent a terrorist act (bomb attack, hostage taking, etc.). One of the latest games in the series, Counter Strike 2, is popular with gamers and viewers alike. Streams regarding the 2023 sequel to Counter Strike: Global Offensive on the video streaming service Twitch were watched by an average of 80,400 viewers in January 2025.
In June 2024, content creator KaiCenat the highest number of average viewers among the most popular streamers across several platforms, with over 120,000 average viewers on twitch. YouTuber iShowSpeed ranked second, counting approximately 79,000 average viewers on the popular video platform when engaging in a live stream. Kick streamer n3on ranked third, with almost 57,000 average video viewers.
Call of Duty is a series of war first-person shooter video games. The series was created in 2003 by the studio Infinity Ward and published by Activision. Some of the first games in the series take place during the Second World War, while many of the following releases revolve around more fictional modern conflicts. Call of Duty: Warzone was released to the public in March 2020 as a free-to-play battle royale version of the beloved franchise. Streaming events of the shooter game were watched by an average of 25,270 viewers in January 2025.
In November 2024, SondergaardLol was the most popular Danish-language Twitch channel, with over 1.3 thousand concurrent viewers on average. Twitch streamer JKFIFA ranked second with around 901 viewers on average, followed by Kian26xx who averaged 866 concurrent viewers.
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We'll tailor a Twitch dataset to meet your unique needs, encompassing streamer profiles, viewer engagement metrics, streaming times, demographic data of viewers, follower counts, chat statistics, and other pertinent metrics.
Leverage our Twitch datasets for diverse applications to bolster strategic planning and market analysis. Scrutinizing these datasets enables organizations to grasp viewer preferences and streaming trends, facilitating nuanced content development and engagement initiatives. Customize your access to the entire dataset or specific subsets as per your business requisites.
Popular use cases involve optimizing content strategy based on streamer performance and viewer engagement, enhancing marketing strategies through targeted audience segmentation, and identifying and forecasting trends in the streaming community to stay ahead in the digital entertainment landscape.