In March 2025, video streaming platform Twitch had approximately *** million active streamers, down from a peak of **** 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 *** billion hours of viewing time in the measured period. In March 2025, global Twitch audiences spent around *** million hours watching Just Chatting content on Twitch, with the average viewer count of such content reaching *** thousand. HasanAbi 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 **** million followers in April 2025. 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 ***** million followers on Twitch. With more than **** million followers, Imane Anys, better known as Pokimane, was the only woman among the most-followed Twitch streamers worldwide. Overall, women only accounted for **** percent of the top-ranked Twitch channels.
As of May 2025, more than ************ online visitors to streaming platform Twitch.tv were male. Women only accounted for *****percent of global desktop visitors to Twitch.tv. Twitch is a popular platform for video gaming live streams.
Twitch is an online video streaming service which allows eSports and gaming fans to watch their favorite gamers play a variety of online video games. In 2025, there were around **** million Twitch users in the United States and this figure is estimated to rise to **** million by 2028.
As of May 2025, users between the ages of ************** accounted for the biggest share of Twitch.tv users worldwide. During the measured period, users in this age group amounted to over ** percent of Twitch online audiences. Users aged between *************** were the second largest demographic accessing with Twitch.
When it comes to distribution of Twitch users in the United States, 37 percent of female consumers fall into this category in the U.S.Statista Consumer Insights offer you all results of our exclusive Statista surveys, based on more than 2,000,000 interviews.
Twitch is an online video streaming service which allows eSports and gaming fans to watch their favorite gamers play a variety of online video games. The most popular game on the service among streamers in April 2025 was ******** — the battle royale game attracted roughly ******* streamers in the preceding ** days.
This statistic illustrates the distribution of Twitch users in the United States. As of December 2024, * percent of 18 - 19 year old consumers do so in the U.S. This is according to exclusive results from the Consumer Insights Global survey which shows that ** percent of 20 - 29 year old customers also fall into this category.Statista Consumer Insights offer you all results of our exclusive Statista surveys, based on more than ********* interviews.
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Analysis of ‘Top Streamers on Twitch’ provided by Analyst-2 (analyst-2.ai), based on source dataset retrieved from https://www.kaggle.com/aayushmishra1512/twitchdata on 30 September 2021.
--- Dataset description provided by original source is as follows ---
Gaming is a very big industry now. Every year there are millions of Dollars invested in Esports and many new companies want to invest in the Esports scene now. One of bigegest ever deals was when Mixer opened up and brought Ninja and Shroud to their platform from twitch. But Twitch has been a home to streamers since day 1 and now that Mixer has been shut down, streamers are returning to the platform again.Millions, if not billions, watch twitch streams everyday and i myself like to watch twitch streams. So i put together Top 1000 Streamers from past one year who were streaming on twitch.
This data consists of different things like number of viewers, number of active viewers, followers gained and many other relevant columns regarding a particular streamer. It has 11 different columns with all the necessary information that is needed.
--- Original source retains full ownership of the source dataset ---
As of July 2023, Christian Rivera or SirhcEz was the most followed game streamer on the Twitch platform, with around 606 thousand followers. SirhcEz is popularly known as 'The Singed God' due to his mastery of Singed in League of Legends. Following by a huge margin was Roesalie who's popular for playing multiple games including Dota 2, Valorant, and Apex Legends.
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Gaming is a very big industry now. Every year there are millions of Dollars invested in Esports and many new companies want to invest in the Esports scene now. One of bigegest ever deals was when Mixer opened up and brought Ninja and Shroud to their platform from twitch. But Twitch has been a home to streamers since day 1 and now that Mixer has been shut down, streamers are returning to the platform again.Millions, if not billions, watch twitch streams everyday and i myself like to watch twitch streams. So i put together Top 1000 Streamers from past one year who were streaming on twitch.
This data consists of different things like number of viewers, number of active viewers, followers gained and many other relevant columns regarding a particular streamer. It has 11 different columns with all the necessary information that is needed.
These datasets used for node classification and transfer learning are Twitch user-user networks of gamers who stream in a certain language. Nodes are the users themselves and the links are mutual friendships between them. Vertex features are extracted based on the games played and liked, location and streaming habits. Datasets share the same set of node features, this makes transfer learning across networks possible. These social networks were collected in May 2018. The supervised task related to these networks is binary node classification - one has to predict whether a streamer uses explicit language.
In 2024, Twitter accounts saw their number of subscribers decrease from 2023. In 2024, Twitch streamers had approximately ***** subscribers on average, down by ** percent compared to the ***** subscribers recorded on average in 2023. Subscriptions on Twitch allow users to support their favorite channels and live streamers, as well as enjoying an ad-free experience and exclusive content.
Collection of chat log of 2,162 Twitch streaming videos by 52 streamers. Time period of target streaming video is from 2018-04-24 to 2018-06-24. Description of columns follows below: body: Actual text for user chat channel_id: Channel identifier (integer) commenter_id: User identifier (integer) commenter_type: User type (character) created_at: Time of when chat was entered (ISO 8601 date and time) fragments: Chat text including parsing information of Twitch emote (JSON list) offset: Time offset between start time of video stream and the time of when chat was entered (float) updated_at: Time of when chat was edited (ISO 8601 date and time) video_id: Video identifier (integer) File name indicates name of Twitch stream channel. This dataset is saved as python3 pandas.DataFrame with python pickle format. import pandas as pd pd.read_pickle('ninja.pkl')
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License information was derived automatically
Proportion for political chat posts and all chat posts are calculated by dividing the number of topics with the number of political topics, 45, and the total number of topics, 150.
The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment and eSports during periods of self-isolation. In **********, the online eSports streaming service Twitch set an all-time record of **** million peak daily active users.
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License information was derived automatically
This dataset contains application and network measurements of 6,982 individual Twitch.tv streaming sessions of 222 different streamers summing up to more than 1,000h live streaming. The data are aggregated to uplink requests.
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License information was derived automatically
The dataset, titled the Twitch Plays Pokemon Dataset, contains 37.8 million IRC chat messages. It contains IRC chat log data for messages made between February 2, 2014 and April 23, 2014 (68 days). Each line denotes a single IRC chat message.
Sample of the dataset:
2014-02-1408:17:32medicbluea 2014-02-1408:17:32murderousburgerrare candy, RARE CANDY 2014-02-1408:17:32milk2978B 2014-02-1408:17:32mrtiktalikb 2014-02-1408:17:32dualhammersb 2014-02-1408:17:32shares5YES 2014-02-1408:17:32orangeruststart 2014-02-1408:17:32snowieea 2014-02-1408:17:33duroatedown 2014-02-1408:17:33crypticcraigup 2014-02-1408:17:33doug2725LOL HELIX FOSSIL WENT BACK THAT FAR
Abstract
With the increasing importance of online communities, discussion forums, and customer reviews, Internet “trolls” have proliferated thereby making it difficult for information seekers to find relevant and correct information. In this paper, we consider the problem of detecting and identifying Internet trolls, almost all of which are human agents. Identifying a human agent among a human population presents significant challenges compared to detecting automated spam or computerized robots. To learn a troll’s behavior, we use contextual anomaly detection to profile each chat user. Using clustering and distance-based methods, we use contextual data such as the group’s current goal, the current time, and the username to classify each point as an anomaly. A user whose features significantly differ from the norm will be classified as a troll. We collected 38 million data points from the viral Internet fad, Twitch Plays Pokemon. Using clustering and distance-based methods, we develop heuristics for identifying trolls. Using MapReduce techniques for preprocessing and user profiling, we are able to classify trolls based on 10 features extracted from a user’s lifetime history.
You can view the full technical paper here: https://arxiv.org/abs/1902.06208
Source Code
Code related to this dataset can be found at: https://github.com/ahaque/twitch-troll-detection
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The global Esports and Game Streaming market size was valued at approximately $2.5 billion in 2023 and is projected to reach $7.5 billion by 2032, growing at a CAGR of 12.5% over the forecast period. Fueling this growth trajectory are several factors, including the rising popularity of video games, advancements in streaming technology, and increasing investments from major industries into the gaming sector.
One of the primary growth factors for the Esports and Game Streaming market is the rapid proliferation of high-speed internet and the increasing accessibility of advanced gaming and streaming platforms. As internet infrastructure improves globally, more individuals can access high-quality streaming services seamlessly, thus contributing to the growth of the market. Additionally, the emergence of 5G technology is expected to revolutionize the gaming experience by reducing latency and enhancing real-time interaction, thereby making game streaming more appealing to a wider audience.
Another significant driver is the growing investment and sponsorship from various industries, including technology, entertainment, and traditional sports brands. Companies are recognizing the immense marketing potential within the gaming community, leading to increased sponsorship deals and integration of advertisements within streams. This has not only provided a substantial revenue stream for streamers and Esports organizations but has also commercialized the industry, attracting further investments and innovations.
Moreover, the rising popularity of competitive gaming and the professionalization of Esports have drawn massive global audiences, akin to traditional sports events. Major tournaments now attract millions of viewers, and platforms such as Twitch and YouTube Gaming have become hubs for live streaming these events. This audience engagement has created a lucrative opportunity for monetization through subscriptions, ticket sales, and merchandise, further bolstering market growth.
Live Game Streaming Platforms have become an integral part of the gaming ecosystem, providing a dynamic space for gamers to broadcast their gameplay to a global audience. These platforms offer a unique blend of entertainment and community engagement, allowing viewers to interact with streamers in real time. This interaction has fostered a sense of community among gamers, where viewers can not only watch but also participate in the gaming experience through live chats and interactive features. The rise of these platforms has democratized content creation, enabling anyone with a passion for gaming to share their skills and insights with the world. As technology continues to advance, live game streaming platforms are expected to evolve, offering even more immersive and interactive experiences for both streamers and viewers.
The regional outlook for the Esports and Game Streaming market shows significant growth potential across various geographies. North America and Asia Pacific are leading the market due to the high concentration of gamers and advanced internet infrastructure. Europe is also witnessing substantial growth, driven by increasing investments and a growing number of professional Esports leagues. Emerging markets in Latin America and the Middle East & Africa are expected to contribute to the market expansion due to rising smartphone penetration and improving internet connectivity.
The streaming platform segment is a critical component of the Esports and Game Streaming market. Twitch remains the dominant player, known for its vast user base and extensive library of content. Twitch's interactive features, such as live chat and subscriptions, have created a community-driven experience that continues to attract both streamers and viewers. The platform's integration with Amazon, its parent company, has further enhanced its capabilities, offering unique benefits like Prime Gaming.
YouTube Gaming, another significant player, leverages the existing YouTube ecosystem, allowing creators to seamlessly integrate their gaming content with other types of videos. With GoogleÂ’s backing, YouTube Gaming has access to robust analytics and advertising capabilities, making it an attractive option for conten
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Minecraft Statistics: The reports say that the gaming industry is expected to reach $431.87 billion by the year 2030. Since technological developments, not only there are laptops and PCs which are gaming-oriented but mobile devices have become compatible with many advanced games today. The recent release of the Harry Potter game ‘ Hogwarts Legacy is already doing its magic on the muggle world. These Minecraft Statistics include insights from various aspects that provide light on why Minecraft is one of the best games today. Editor’s Choice In Minecraft, 24 hours of the game is 20 minutes in real life. As of January 2023, the recorded number of players is 173.5 million. On average, 110,000 concurrent viewers are found on Twitch. Revenue generated from mobile downloads excluding in-game transactions counts for up to 41% of total Minecraft revenue. The Chinese edition of Minecraft has been downloaded more than 400 million times. To heal the players’ health healing potions have been used more than 1.1 billion times. Before launching Minecraft, the game was almost named a ‘Cave Game’. The game sometimes misspells its name by changing the order of words ‘C’ and ‘E’ with ‘Minecraft’. During the initial years of the pandemic, the database of total players increased by more than 14 million. The average age of a player is 24 years.
In 2024, Twitch audiences watched nearly ** billion hours of video content on the streaming platform, down from an all-time high of **** billion hours of watch time in 2021.
In March 2025, video streaming platform Twitch had approximately *** million active streamers, down from a peak of **** 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 *** billion hours of viewing time in the measured period. In March 2025, global Twitch audiences spent around *** million hours watching Just Chatting content on Twitch, with the average viewer count of such content reaching *** thousand. HasanAbi 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 **** million followers in April 2025. 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 ***** million followers on Twitch. With more than **** million followers, Imane Anys, better known as Pokimane, was the only woman among the most-followed Twitch streamers worldwide. Overall, women only accounted for **** percent of the top-ranked Twitch channels.