69 datasets found
  1. Concurrent viewers on Facebook Gaming Q3 2022

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Concurrent viewers on Facebook Gaming Q3 2022 [Dataset]. https://www.statista.com/statistics/1263732/facebook-gaming-concurrent-viewers/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the third quarter of 2022, Facebook Gaming had an average of *** thousand concurrent viewers, a ** percent decrease compared to the previous quarter. Overall, the number of unique channels on the streaming platform has declined since the beginning of 2021.

  2. Hours watched on Facebook Gaming worldwide Q3 2022

    • statista.com
    Updated Jul 11, 2025
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    Statista (2025). Hours watched on Facebook Gaming worldwide Q3 2022 [Dataset]. https://www.statista.com/statistics/992404/active-streamers-facebook-gaming/
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    Dataset updated
    Jul 11, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Facebook Gaming accumulated *** million hours of live streams watched in the third quarter of 2022, down from an all-time high in the third quarter of 2021 with over **** billion hours of streaming content watched.

  3. Facebook Gaming interaction growth during COVID-19 Vietnam 2020

    • statista.com
    Updated Jul 11, 2025
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    Statista (2025). Facebook Gaming interaction growth during COVID-19 Vietnam 2020 [Dataset]. https://www.statista.com/statistics/1278152/vietnam-facebook-gaming-interaction-growth-during-covid-19/
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    Dataset updated
    Jul 11, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2020
    Area covered
    Vietnam
    Description

    In 2020, Facebook Gaming's eSports audiences increased by ***** percent in Vietnam. During the COVID-19 pandemic, the number of interactions and views of eSports contents grew rapidly in the country.

  4. Most streamed Facebook Gaming channels worldwide Q2 2021

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Most streamed Facebook Gaming channels worldwide Q2 2021 [Dataset]. https://www.statista.com/statistics/1266480/most-popular-facebook-gaming-channels-worldwide/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Started by Facebook as a game streaming hub in 2018, Facebook Gaming, which is directly integrated into the social media's interface has since been gaining popularity within the online gamer community. During the second quarter of 2021, Nam Blue was the most popular Facebook Gaming channel worldwide with a total watch time of **** million hours. Meanwhile, NexxuzHD was ranked second with **** million watch hours during the same period.

  5. Game Streaming Market Analysis North America, Europe, APAC, South America,...

    • technavio.com
    Updated Jul 15, 2024
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    Technavio (2024). Game Streaming Market Analysis North America, Europe, APAC, South America, Middle East and Africa - US, China, Germany, UK, Japan - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/game-streaming-market-industry-analysis
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    Dataset updated
    Jul 15, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Germany, China, United Kingdom, Japan, United States, Global
    Description

    Snapshot img

    Game Streaming Market Size 2024-2028

    The game streaming market size is forecast to increase by USD 1.05 billion at a CAGR of 8.51% between 2023 and 2028.

    The market is experiencing significant growth, driven by several key trends. One notable trend is the increasing popularity of eSports tournaments, which have gained massive followings and sponsorships from major brands. Another trend is the growing demographic of women gamers, who now represent a substantial portion of the gaming community. Additionally, the health benefits of gaming, such as improved cognitive function and stress relief, are increasingly being recognized. These factors, among others, are fueling the growth of the market. However, challenges remain, including the need for high-speed internet connections and the potential for addiction and negative health effects. Despite these challenges, the market is poised for continued expansion as technology advances and gaming becomes more mainstream.
    

    What will be the Size of the Game Streaming Market During the Forecast Period?

    Request Free Sample

    The market is experiencing significant growth and transformation, driven by the growth in popularity of game streaming services and the mobile gaming sector. Major players in this market include Facebook Gaming and YouTube Gaming, which leverage their extensive user bases to offer live streaming and on-demand content. Cloud gaming platforms, such as Microsoft xCloud and Google Stadia, are revolutionizing the industry by enabling users to play high-quality games without the need for expensive hardware. Traditional gaming companies, like PlayStation and Xbox, have entered the fray with their respective streaming services, PlayStation Plus and Xbox Game Pass. The market's size is projected to expand as technological development and infrastructure improvements facilitate smoother delivery of streaming content.
    Content acquisition remains a key focus, with popular titles like League of Legends, Dota 2, PUBG Mobile, Clash Royale, and Free Fire attracting large audiences. Content creation and monetization options are also crucial, with streaming platforms providing tools and monetization options for content creators to engage their audiences effectively. The role of the YouTube network and other live streaming tools in this ecosystem cannot be overlooked, as they offer a significant reach and influence on consumer behavior. Overall, the market is poised for continued growth and innovation, fueled by the intersection of technological advancements and evolving consumer preferences.
    

    How is this Game Streaming Industry segmented and which is the largest segment?

    The game streaming industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Revenue Stream
    
      In-game advertising
      Subscription
      Others
    
    
    Geography
    
      North America
    
        US
    
    
      Europe
    
        Germany
        UK
    
    
      APAC
    
        China
        Japan
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Revenue Stream Insights

    The in-game advertising segment is estimated to witness significant growth during the forecast period.
    

    The market experienced substantial growth in 2021, with in-game advertising emerging as the largest segment. This trend is anticipated to continue during the forecast period, fueled by the increasing popularity of social media and mobile gaming. In-game advertising integrates advertisements into desktop and mobile games through various formats such as ads, clips, billboards, and backdrop displays. These non-interruptive advertisements offer a smoother gaming experience for players while delivering stronger audio-visual effects for viewers. As the mobile gaming sector continues to expand, driven by smartphone penetration rates and the availability of high-speed connectivity, game streaming services like Facebook Gaming, YouTube Gaming, Microsoft xCloud, Google Stadia, PlayStation Plus, Xbox Game Pass, League of Legends, Dota 2, PUBG Mobile, Clash Royale, and Free Fire are investing in strategic efforts to enhance their content delivery and monetization options.

    Key technological developments, including the deployment of 5G networks by providers such as Optus and Pentanet, are further boosting the growth of the market. Content creators leverage live streaming tools like those offered by the YouTube network to engage audiences and monetize their content through platforms like Social Blade, where influencers like Germán Alejandro (JuegaGerman) and Garmendia Aranis have amassed significant followings.

    Get a glance at the Game Streaming Industry report of share of various segments Request Free Sample

    The in-game advertising segment was valued at USD 1.08 billion in 2018 and showed a gradual increase during the forecast peri

  6. V

    Video Game Live Streaming Service Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 10, 2025
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    Data Insights Market (2025). Video Game Live Streaming Service Report [Dataset]. https://www.datainsightsmarket.com/reports/video-game-live-streaming-service-1421564
    Explore at:
    doc, pdf, pptAvailable download formats
    Dataset updated
    May 10, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global video game live streaming service market is experiencing robust growth, fueled by the increasing popularity of esports, the rise of mobile gaming, and the expanding reach of high-speed internet access. The market, estimated at $5 billion in 2025, is projected to achieve a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033, reaching an estimated $15 billion by 2033. Key drivers include the engagement with interactive content, the rise of professional gamers and streamers as influencers, and the increasing integration of live streaming into social media platforms. The market is segmented by age demographics (Under 20, 20-30, 31-40, Over 40) and broadcasting type (Desktop and Mobile). While desktop broadcasting currently holds a larger market share, mobile broadcasting is exhibiting rapid growth due to the increasing accessibility and convenience of mobile devices. North America and Asia Pacific currently represent the largest regional markets, driven by high levels of internet penetration and a strong gaming culture. However, growth potential is significant in emerging markets as internet infrastructure continues to improve. Significant restraints to market growth include concerns over platform regulations and content moderation, the need for high-quality internet bandwidth, and competition among numerous established and emerging platforms. The increasing popularity of short-form video content may also pose a challenge to the longer-form engagement characteristic of traditional live streaming. However, innovative features like interactive streaming, improved monetization models for streamers, and the integration of virtual reality and augmented reality are expected to propel market expansion. Major players like Twitch, YouTube Gaming, Facebook Gaming, and others are constantly innovating to improve user experiences and attract new audiences. The competitive landscape remains dynamic, with opportunities for both established players and new entrants offering unique features or targeting specific niche communities. The diverse age segments highlight the broad appeal of video game live streaming across various demographics, indicating a sustainable and continuously evolving market.

  7. V

    Video Game Live Streaming Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jun 30, 2025
    + more versions
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    Data Insights Market (2025). Video Game Live Streaming Report [Dataset]. https://www.datainsightsmarket.com/reports/video-game-live-streaming-1395900
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Jun 30, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The video game live streaming market is experiencing explosive growth, fueled by the increasing popularity of esports, the rise of streaming platforms, and the expanding reach of high-speed internet. The market, estimated at $5 billion in 2025, is projected to achieve a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033, reaching approximately $15 billion by 2033. Key drivers include the rising number of gamers engaging with live streams for entertainment and esports competition, the continuous improvement of streaming technology enabling higher quality broadcasts and broader accessibility, and the lucrative monetization opportunities for streamers through subscriptions, advertisements, and sponsorships. This growth is further accelerated by the integration of streaming platforms with social media, facilitating community building and content discovery. Major players like Twitch, YouTube Gaming, and Facebook Gaming dominate the market, but emerging platforms and innovative features continue to reshape the competitive landscape. Challenges include maintaining content quality, combating piracy, and managing the potential for negative interactions within online communities. Segmentation is evident across platforms, game genres (e.g., first-person shooters, battle royales, and massively multiplayer online games), and viewer demographics, revealing diverse opportunities for market penetration. The significant growth of the video game live streaming sector is not only driven by the increasing number of viewers but also by the evolving strategies of established and emerging players. While giants like Twitch, YouTube, and Facebook Gaming retain considerable market share, smaller platforms are carving niches by focusing on specific game genres or communities. This fosters innovation in streaming technology, content formats, and monetization models. The integration of mobile streaming technologies further expands the market's reach, making live streaming accessible across various devices and broadening the viewer base. However, concerns regarding content moderation, maintaining platform integrity, and managing the potential for toxic online behavior remain significant hurdles to address for sustainable growth. Future market trends are expected to be influenced by advancements in virtual reality and augmented reality, the integration of AI-powered features, and the ongoing development of more interactive streaming experiences. Geographical expansion, particularly into developing markets with high internet penetration growth, also presents a significant opportunity for future growth.

  8. Popular gamers and streamers on Facebook Philippines 2023, by number of...

    • statista.com
    • ai-chatbox.pro
    Updated Jun 18, 2025
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    Statista (2025). Popular gamers and streamers on Facebook Philippines 2023, by number of followers [Dataset]. https://www.statista.com/statistics/1117028/philippines-top-filipino-gamers-and-streamers-by-number-of-followers/
    Explore at:
    Dataset updated
    Jun 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Philippines
    Description

    As of November 2023, ChoOxTV was the leading gamer and streamer on Facebook in the Philippines, with around ** million followers on his gaming creator page. Edgar Dumali, also known as ChoOxTV, mostly streams on the mobile multiplayer online battle arena (MOBA) game Mobile Legends using a voice filter. Social media uses for online gamers Spending time on social media platforms such as Facebook, YouTube, Instagram, and X (formerly known as Twitter) is a popular pastime across all ages and genders. For some online gamers and streamers, turning to social media platforms is their best chance of exposure, especially for someone who wants to be known in the video game arena. Recently, more and more online streamers have popped up during the COVID-19 pandemic in the country as a result of being confined at home to mitigate the spread of the virus. Online gamers In a recent survey conducted in the Philippines, an average online gamer spends between one and two hours on online gaming daily. As a result, a vibrant video game culture has emerged among Filipino gamers, with some of them opting to play in a bigger scope and audience. While some prefer streaming on social media platforms, others have taken it to a higher level and competed internationally. Recently, the Philippines has been recognized as one of the fiercest competitors in e-sports within tournaments involving multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card games, battle royale, and real-time strategy (RTS).

  9. Unique channels on Facebook Gaming Q3 2022

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). Unique channels on Facebook Gaming Q3 2022 [Dataset]. https://www.statista.com/statistics/1263719/unique-channels-facebook-gaming/
    Explore at:
    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Facebook Gaming is one of the most popular ways in which viewers watch their favorite gamers stream their gaming activities. There were a total of over *** thousand unique streaming channels on Facebook Gaming in the third quarter of 2022, a stark decline from **** million channels in the first quarter of 2021.

  10. E

    Esports Live Streaming Platform Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 3, 2025
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    Data Insights Market (2025). Esports Live Streaming Platform Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-live-streaming-platform-524265
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    May 3, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global esports live streaming platform market is experiencing explosive growth, driven by the surging popularity of esports itself and the increasing accessibility of high-speed internet. The market, estimated at $2 billion in 2025, is projected to maintain a robust Compound Annual Growth Rate (CAGR) of 20% from 2025 to 2033, reaching an impressive $9 billion by the end of the forecast period. This growth is fueled by several key factors. The rise of mobile gaming and increased viewership on platforms like Twitch, YouTube Live, and Facebook Gaming contribute significantly. Moreover, the diversification of revenue streams, including advertisements, subscriptions, rewards, virtual gifts, and sponsorships, ensures a sustainable and expanding market. The professional esports leagues segment commands a significant market share, but the amateur events segment is rapidly gaining traction, creating a larger and more inclusive audience. Geographic expansion, particularly in rapidly developing Asian markets, presents a considerable opportunity for market players. However, challenges remain. Competition is fierce amongst established and emerging platforms, requiring continuous innovation and investment in technology and content. Maintaining user engagement and mitigating issues such as toxicity and cheating within the streaming environment are also crucial. Regulation and copyright issues related to streaming content also present hurdles. Despite these challenges, the long-term outlook for the esports live streaming platform market remains extremely positive, with continued growth driven by technological advancements, expanding esports viewership, and new monetization strategies. The segmentation by application (advertisements, subscriptions, etc.) and type (professional/amateur leagues) allows for targeted marketing and platform development, further fueling growth across different segments of the market.

  11. Number of hours of gaming streams viewed on selected platforms worldwide...

    • statista.com
    • ai-chatbox.pro
    Updated Jul 10, 2025
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    Statista (2025). Number of hours of gaming streams viewed on selected platforms worldwide 2020 [Dataset]. https://www.statista.com/statistics/962850/hours-viewed-gaming-stream-platforms/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2021
    Area covered
    Worldwide
    Description

    Streaming market leader Twitch dominated the gaming video content consumption in 2021, with a total number of hours watched on the platform reaching ** billion. Facebook Gaming accumulated approximately *** billion hours of watchtime.

  12. Gaming Hardware Market Analysis Europe - Size and Forecast 2024-2028

    • technavio.com
    Updated Sep 15, 2024
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    Technavio (2024). Gaming Hardware Market Analysis Europe - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/europe-gaming-hardware-market-analysis
    Explore at:
    Dataset updated
    Sep 15, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Europe
    Description

    Snapshot img

    Europe Gaming Hardware Market Size 2024-2028

    The Europe gaming hardware market size is forecast to increase by USD 3.91 billion, at a CAGR of 5% between 2023 and 2028.

    The European gaming hardware market is experiencing significant growth, driven by the increasing popularity of e-sports games and multiplayer video games. The region's burgeoning gaming community is fueling demand for advanced gaming hardware to support immersive AR/VR gaming experiences. However, this market expansion faces challenges. The proliferation of counterfeit gaming industry products poses a significant threat, as these inferior alternatives undermine the value proposition of authentic offerings. Companies must prioritize quality and security to differentiate themselves and maintain customer trust. Additionally, staying abreast of evolving gaming trends and technologies is crucial for market success.
    Adapting to these dynamics requires strategic planning, innovative product development, and effective marketing strategies. By focusing on these opportunities and challenges, gaming hardware providers can capitalize on the market's potential and navigate the competitive landscape effectively.
    

    What will be the size of the Europe Gaming Hardware Market during the forecast period?

    Explore in-depth regional segment analysis with market size data - historical 2018-2022 and forecasts 2024-2028 - in the full report.
    Request Free Sample

    In Europe's dynamic gaming hardware market, haptic feedback technology is gaining traction, enhancing user experience (UX) for gamers. Facebook Gaming and YouTube Gaming are leading streaming platforms, driving e-sports prize pools to new heights. E-sports leagues and teams are at the forefront of innovation, with high refresh rates and low input lag becoming essential for optimal game performance. RGB lighting and mechanical switches are popular customization options, while game optimization and system requirements remain key considerations.
    E-sports players and sponsors continue to shape gaming culture, with e-sports viewership reaching unprecedented levels. Streaming software and e-sports events are essential components of this thriving industry, offering fans an immersive experience with minimal frame rate drops and response time delays.
    

    How is this market segmented?

    The market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Product
    
      Consoles
      PC
      Accessories
    
    
    Geography
    
      Europe
    
        France
        Germany
        UK
    

    By Product Insights

    The consoles segment is estimated to witness significant growth during the forecast period.

    Gaming consoles, which serve as computer devices for video signal output, have evolved significantly from cartridge-based systems to those with built-in storage. Innovative features like touch controls, voice recognition, and gesture control continue to be integrated. The e-sports phenomenon has fueled the growth of the market, with casual gamers also catered to by options such as OUYA, PlayStation Vita TV, Amazon Fire TV, and Apple TV. Artificial intelligence and machine learning have become essential in gaming, enhancing user experiences through personalized recommendations and improved gameplay. Game marketing strategies have shifted towards subscription services, sponsorships, and influencer partnerships, while multiplayer gaming and competitive tournaments continue to attract large audiences.

    Virtual reality and augmented reality technologies have added immersive dimensions to gaming, further expanding the market. Gaming software, including game engines and development tools, have seen significant advancements, enabling the creation of high-quality, engaging games. Free-to-play games have gained popularity, with in-game purchases contributing to revenue growth. Gaming peripherals, such as gaming chairs, headsets, keyboards, and mice, offer enhanced gaming experiences, while cooling systems ensure optimal performance. The gaming industry revenue continues to grow, driven by technological advancements and increasing consumer interest. Data privacy concerns have emerged as a significant issue, with companies implementing robust security measures.

    Cloud gaming and console gaming have emerged as viable alternatives to traditional PC gaming, while game testing and localization ensure high-quality releases. In conclusion, the European gaming market is a dynamic and evolving landscape, driven by technological advancements, changing user demographics, and shifting market trends. From gaming consoles and accessories to software and services, the market offers a diverse range of products and experiences for gamers of all types. As the industry continues to grow, we can expect further innovations and developments that will shape th

  13. Facebook most popular game DAU 2019

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). Facebook most popular game DAU 2019 [Dataset]. https://www.statista.com/statistics/267003/most-popular-social-games-on-facebook-based-on-daily-active-users/
    Explore at:
    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Aug 2019
    Area covered
    Worldwide
    Description

    Since it was first launched in 2004, Facebook has developed from a humble social media page to a global phenomenon. The site can be used for catching up with friends, advertising businesses, and passing the time with games. The two most popular games on the social media site are 8 Ball Pool and Candy Crush Saga, both of which boasted 10 million daily active users in 2019.

    Candy Crush’s sweet success Developed by King, Candy Crush Saga is a puzzle video game in which players swap different types of candy on a game board in order to match three or more of the same type. The game was first released on Facebook in 2012 and has since become available on most mobile operating systems and on browser. Although the game is free-to-play, users have the choice of purchasing power-ups in order to help them get past particularly tricky levels. The original Candy Crush Saga generated revenue of 945 million U.S. dollars worldwide in 2018, while the newest release, Candy Crush Friends Saga, generated a further three million U.S. dollars. Unsurprisingly, King has seen its revenue skyrocket after the global success of Candy Crush – the comparatively humble revenue of 58.5 million U.S. dollars in 2010 soared to over two billion U.S. dollars by 2018.

    King vs. Zynga One of King’s biggest rivals in the social gaming world is Zynga. The company’s best-known game is FarmVille, an agricultural simulation game which launched in 2009. Its sequel, FarmVille 2, was launched in 2012 and can still be found on the list of the most popular Facebook games based on number of daily active users. Zynga’s revenue stood at 907 million U.S. dollars in 2018. The popularity of FarmVille can be seen by the fact that the company’s revenue peaked in 2012, the year that the game was released.

  14. e

    eSports and Games Streaming Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jul 12, 2025
    + more versions
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    Data Insights Market (2025). eSports and Games Streaming Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-and-games-streaming-1385215
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Jul 12, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The eSports and games streaming market is experiencing explosive growth, driven by increasing internet penetration, the rise of mobile gaming, and the expanding popularity of eSports tournaments and leagues. The market's value, while not explicitly stated, can be reasonably estimated based on industry reports and the provided study period (2019-2033) and forecast period (2025-2033). Considering the current market size of major players like Twitch (Amazon), YouTube Gaming (Alphabet), and others, a conservative estimate places the 2025 market value at approximately $5 billion, with a Compound Annual Growth Rate (CAGR) of 15-20% projecting significant expansion throughout the forecast period. Key drivers include the increasing viewership of professional gaming competitions, the rise of influencer marketing within the gaming community, and the development of sophisticated streaming platforms offering enhanced viewer experiences with interactive features and personalized content. Furthermore, the integration of eSports into mainstream media and sponsorship deals with major brands further fuels market expansion. The market's segmentation includes various platform types (PC, mobile, console), game genres (battle royale, MOBA, FPS), and audience demographics. Major players like Amazon (Twitch), Tencent (Douyu TV), Alphabet (YouTube Gaming), Facebook Gaming, and Microsoft (formerly Mixer) are actively competing to dominate market share. The competitive landscape is characterized by aggressive content acquisition, technological innovation (e.g., improved streaming quality, interactive features), and strategic partnerships. Restraints to growth include challenges related to regulatory compliance, maintaining content quality and preventing harmful content, and managing the cybersecurity aspects of large online gaming communities. Regional variations in market penetration and consumption patterns also influence the market's trajectory, with North America and Asia currently dominating, followed by Europe. The future will likely see increased market penetration in developing regions as internet access and gaming infrastructure improve.

  15. Top ten game developers on Facebook in South Korea 2020, by number of fans

    • statista.com
    • ai-chatbox.pro
    Updated Jul 9, 2025
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    Statista (2025). Top ten game developers on Facebook in South Korea 2020, by number of fans [Dataset]. https://www.statista.com/statistics/1003213/south-korea-leading-game-developers-on-facebook-by-number-of-fans/
    Explore at:
    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2020
    Area covered
    South Korea
    Description

    This statistic shows the most popular game developer brand profiles on Facebook in South Korea as of *********, by number of local fans. As of *********, Nexon Korea was the most popular game developer brand profile on Facebook, with approximately ***** thousand followers.

  16. S

    Global Live Game Streaming Platforms Market Strategic Planning Insights...

    • statsndata.org
    excel, pdf
    Updated Jun 2025
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    Stats N Data (2025). Global Live Game Streaming Platforms Market Strategic Planning Insights 2025-2032 [Dataset]. https://www.statsndata.org/report/live-game-streaming-platforms-market-54482
    Explore at:
    pdf, excelAvailable download formats
    Dataset updated
    Jun 2025
    Authors
    Stats N Data
    License

    https://www.statsndata.org/how-to-orderhttps://www.statsndata.org/how-to-order

    Area covered
    Global
    Description

    The Live Game Streaming Platforms market has emerged as a dynamic segment within the broader gaming industry, revolutionizing how players and audiences engage with video games. With the rise of platforms like Twitch, YouTube Gaming, and Facebook Gaming, millions of gamers are streaming live gameplay, creating intera

  17. m

    Game Streaming Services Market Size | CAGR at 20%

    • market.us
    csv, pdf
    Updated Jun 4, 2025
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    Market.us (2025). Game Streaming Services Market Size | CAGR at 20% [Dataset]. https://market.us/report/game-streaming-services-market/
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    pdf, csvAvailable download formats
    Dataset updated
    Jun 4, 2025
    Dataset provided by
    Market.us
    License

    https://market.us/privacy-policy/https://market.us/privacy-policy/

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Game Streaming Services Market is estimated to reach USD 86.54 Billion By 2034, Fueled by a robust CAGR of 20.40% over the forecast period.

  18. D

    E-Sports Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
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    Dataintelo (2025). E-Sports Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/e-sports-market
    Explore at:
    pdf, csv, pptxAvailable download formats
    Dataset updated
    Jan 7, 2025
    Authors
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    E-Sports Market Outlook



    The global e-sports market size was valued at approximately USD 1.3 billion in 2023 and is projected to reach around USD 6.82 billion by 2032, growing at a remarkable CAGR of 20.3% during the forecast period. This impressive growth is driven by an increasing number of gamers, rising viewership of e-sports events, and expanding investments in the sector.



    The e-sports market is witnessing robust growth owing to several critical factors. One of the primary drivers is the surge in the popularity of online gaming and live streaming platforms. Platforms such as Twitch, YouTube Gaming, and Facebook Gaming have revolutionized how audiences consume gaming content, enabling them to watch live tournaments, follow their favorite gamers, and engage with communities. This digital shift has significantly contributed to the market's growth by broadening reach and enhancing viewer engagement. Furthermore, the sponsorships and partnerships from major brands aiming to target the young and dynamic e-sports audience have provided a substantial boost to the market.



    Technological advancements have also played a pivotal role in the expansion of the e-sports market. The advent of high-speed internet, enhanced graphics, and the development of sophisticated gaming consoles and PCs have significantly improved the gaming experience. Virtual reality and augmented reality technologies are increasingly being integrated into gaming, providing immersive experiences that attract both players and spectators. These innovations not only enhance gameplay but also elevate the viewing experience, thereby driving market growth.



    Another substantial growth factor is the increasing recognition of e-sports as a legitimate form of competition and entertainment. E-sports events are now being hosted in large arenas similar to traditional sports, attracting massive audiences both on-site and online. The inclusion of e-sports in reputed sporting events such as the Asian Games signifies its rising acceptance and popularity. Furthermore, the establishment of professional leagues and tournaments with significant prize pools has enticed many into pursuing e-sports as a career, thereby contributing to the market's expansion.



    Regionally, Asia Pacific remains at the forefront of the e-sports market, accounting for the largest share due to the high penetration of online gaming and the presence of major gaming companies in countries like China, South Korea, and Japan. North America and Europe are also significant markets, driven by substantial investments and a growing number of professional players and teams. The market in Latin America and the Middle East & Africa is also expected to grow steadily, supported by improving digital infrastructure and increasing acceptance of e-sports.



    The growing demand for E-sports Data Service is becoming increasingly evident as stakeholders in the industry seek to leverage data analytics to enhance their strategies. By analyzing player performance, audience engagement, and market trends, data services provide valuable insights that can drive decision-making and optimize operations. These services are crucial for teams, sponsors, and advertisers looking to maximize their impact and reach within the competitive e-sports landscape. As the industry continues to expand, the role of data services in shaping the future of e-sports is set to become even more significant.



    Game Type Analysis



    The e-sports market is segmented by game type into Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Real-Time Strategy (RTS), Sports, Fighting, and Others. The MOBA segment dominates the market, with games like League of Legends and Dota 2 being immensely popular. These games have complex gameplay and require strategic thinking and teamwork, which makes them fascinating to both players and viewers. The high level of engagement and large fanbase associated with MOBA games significantly contribute to their dominance in the market.



    The FPS segment is another major contributor to the e-sports market. Games like Counter-Strike: Global Offensive and Call of Duty are staples in the e-sports community, known for their fast-paced action and competitive gameplay. The FPS genre attracts a different kind of audience that enjoys the thrill and excitement of these games. The popularity of FPS games is further amplified by regular updates and new game releases, which keep the platform dynamic and engag

  19. Leading social channels to discuss and discover mobile games in U.S. and...

    • statista.com
    • ai-chatbox.pro
    Updated Jun 27, 2025
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    Statista (2025). Leading social channels to discuss and discover mobile games in U.S. and Canada 2024 [Dataset]. https://www.statista.com/statistics/1482810/us-canada-social-channels-mobile-game-discussion/
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    Dataset updated
    Jun 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Dec 2023 - Jan 2024
    Area covered
    Canada, United States
    Description

    A survey conducted between December 2023 and January 2024 found that ** percent of mobile game spenders in the United States and Canada used Facebook to discover and discuss mobile games. YouTube was ranked second, with ** percent of respondents claiming to use the video platform for this purpose.

  20. c

    Gameadvies Op Maat 2.0 (GOM2.0) - Dataset

    • datacatalogue.cessda.eu
    • portal.odissei.nl
    • +2more
    Updated May 24, 2025
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    Van Rooij, Antonius J. (2025). Gameadvies Op Maat 2.0 (GOM2.0) - Dataset [Dataset]. http://doi.org/10.17026/SS/K5HXJ2
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    Dataset updated
    May 24, 2025
    Dataset provided by
    https://ror.org/02amggm23
    Authors
    Van Rooij, Antonius J.
    Description

    AIMS: cross validation of self-report scales to improve the self-test on gameninfo.nl (now using: VAT scale) by exploring new scales and drafting a new instrument from those scales.
    RECRUITMENT: online recruitment: game journalism, Facebook & game information site (gameninfo.nl). Recruitment in two countries: Dutch Belgian (Flemish) and The Netherlands. Dutch sample: 431 cases. Flemish (Belgian) sample: 312 cases. Together: 743 cases.
    TIME: Average participation time 20 minutes. Dropout: relatively ‘tough’ list due to repetition of multiple problematic gaming measures: we lose multiple cases 282, ending up with a sample of approximately 461 cases.
    CLEANING: Removing cases that fail one of the two attentiveness questions: final total sample of 430 cases.
    SCALES: Digital Games Motivation Scale; Video Game Addiction Test (2012); Self Determination Theory Basic Needs; Clinical Video Game Addiction Test 2.0 (DSM-5 coverage); Depressive Mood Scale; Global Kids Online: Online Safety; Global kids Online: Excessive internet use [gaming]; Life Satisfaction; Mental Health Inventory-5; Digital ambitions (career as streamer or progamer); ICD-Gaming Disorder; Open Science Def. Behavioral Addictions; Attentiveness (data quality check item); Demographics: Age (years); Demographics: Education level; Demographics: Gender; Device choice; Favorite game; Gametime per session; IGD Disorder Scale Lemmens: persistence; IGD Disorder Scale Lemmens: tolerance; Time played per weekday (hours); Time played per weekend day (hours); Other favorite games (3 max); Days on which you play (mon, tues, etc.)

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Statista (2025). Concurrent viewers on Facebook Gaming Q3 2022 [Dataset]. https://www.statista.com/statistics/1263732/facebook-gaming-concurrent-viewers/
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Concurrent viewers on Facebook Gaming Q3 2022

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Dataset updated
Jul 10, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

In the third quarter of 2022, Facebook Gaming had an average of *** thousand concurrent viewers, a ** percent decrease compared to the previous quarter. Overall, the number of unique channels on the streaming platform has declined since the beginning of 2021.

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