43 datasets found
  1. Twitch: market size worldwide 2017-2023

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). Twitch: market size worldwide 2017-2023 [Dataset]. https://www.statista.com/statistics/1129604/market-size-twitch/
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    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    First introduced in June 2011, 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. Twitch is the most dominant streaming platform for eSports, with its market size estimated to grow from 43.3 million viewers in 2017 to almost 188 million viewers by 2023.

  2. Game Streaming Market Size, Companies & Share Analysis

    • mordorintelligence.com
    pdf,excel,csv,ppt
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    Mordor Intelligence, Game Streaming Market Size, Companies & Share Analysis [Dataset]. https://www.mordorintelligence.com/industry-reports/game-streaming-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    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.

  3. Twitch.tv desktop traffic 2024, by source

    • statista.com
    Updated Dec 11, 2024
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    Statista (2024). Twitch.tv desktop traffic 2024, by source [Dataset]. https://www.statista.com/statistics/914343/share-gaming-video-content-revenue-twitch-by-source/
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    Dataset updated
    Dec 11, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Nov 2024
    Area covered
    Worldwide
    Description

    In November 2024, less than two percent of Twitch's global desktop traffic came from social media platforms. At almost 82 percent, direct visits accounted for the largest share of traffic. The majority of Twitch.tv's desktop visitors are from the United States.

  4. Distribution of Twitch.tv traffic 2024, by country

    • statista.com
    Updated Oct 9, 2024
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    Statista (2024). Distribution of Twitch.tv traffic 2024, by country [Dataset]. https://www.statista.com/statistics/511558/twitch-traffic-by-country/
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    Dataset updated
    Oct 9, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    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.

  5. Distribution of Twitch users in the United States 2024, by age

    • statista.com
    Updated Oct 29, 2024
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    Statista (2024). Distribution of Twitch users in the United States 2024, by age [Dataset]. https://www.statista.com/forecasts/1241874/twitch-us-user-share-by-age
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    Dataset updated
    Oct 29, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Oct 2023 - Sep 2024
    Area covered
    United States
    Description

    This statistic illustrates the distribution of Twitch users in the United States. As of September 2024, 8 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 39 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 2,000,000 interviews.

  6. L

    Live Game Streaming Platforms Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Mar 7, 2025
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    Market Research Forecast (2025). Live Game Streaming Platforms Report [Dataset]. https://www.marketresearchforecast.com/reports/live-game-streaming-platforms-28908
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    doc, ppt, pdfAvailable download formats
    Dataset updated
    Mar 7, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

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

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

    The global live game streaming market is experiencing robust growth, driven by the increasing popularity of esports, the rise of mobile gaming, and the expanding reach of high-speed internet. The market, encompassing web-based and on-premise platforms serving both B2B and B2C segments, shows significant potential for expansion. Key players like YouTube, Twitch, and others cater to diverse audiences, fostering a competitive yet dynamic landscape. While precise market sizing for 2025 requires further data, industry analysis suggests a substantial market value exceeding $5 billion, projected to grow at a Compound Annual Growth Rate (CAGR) of approximately 15% between 2025 and 2033. This growth is fueled by factors such as the increasing number of professional and amateur gamers, the growing adoption of interactive streaming features, and the emergence of new monetization models within the platforms. Geographic expansion also plays a vital role, with North America and Asia-Pacific currently dominating the market, but significant opportunities existing in emerging markets in Europe, the Middle East, and Africa. However, the market faces challenges, including the high cost of infrastructure for high-quality streaming, competition from established social media platforms integrating live streaming capabilities, and the need to address concerns regarding content moderation and user safety. The segment breakdown reveals a strong preference for web-based platforms due to their accessibility and ease of use, while the B2C segment continues to be the largest revenue generator. Future growth hinges on technological advancements (e.g., improvements in streaming quality and interactivity), innovative monetization strategies (e.g., subscriptions, virtual goods), and addressing the regulatory landscape to ensure sustainable and ethical development of the sector. Further diversification into niche genres and expansion into less penetrated regions will also be key to the overall success of the live game streaming market.

  7. Twitch.tv global visitors 2024, by gender

    • statista.com
    Updated Dec 11, 2024
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    Twitch.tv global visitors 2024, by gender [Dataset]. https://www.statista.com/statistics/633937/twitch-user-gender-worldwide/
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    Dataset updated
    Dec 11, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Nov 2024
    Area covered
    Worldwide
    Description

    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.

  8. Global Twitch IAP revenue as of Q4 2024

    • statista.com
    Updated Jan 13, 2025
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    Statista (2025). Global Twitch IAP revenue as of Q4 2024 [Dataset]. https://www.statista.com/statistics/517907/twitch-app-revenue/
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    Dataset updated
    Jan 13, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the fourth quarter of 2024, Twitch generated approximately 27.68 million U.S. dollars through in-app purchase revenues worldwide. The app version of live-streaming platform Twitch is available for iOS and Android devices worldwide.

  9. e

    esports Market Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Mar 2, 2025
    + more versions
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    AMA Research & Media LLP (2025). esports Market Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-market-13603
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    ppt, doc, pdfAvailable download formats
    Dataset updated
    Mar 2, 2025
    Dataset provided by
    AMA Research & Media LLP
    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 market, valued at $2.11 billion in 2025, is experiencing explosive growth, projected to expand at a compound annual growth rate (CAGR) of 20.05% from 2025 to 2033. This surge is driven by several key factors. Increasing viewership and engagement across platforms like Twitch and YouTube, coupled with the rising popularity of mobile gaming, are significantly contributing to market expansion. Furthermore, substantial investments from established gaming companies like Electronic Arts, Activision Blizzard, and Tencent, along with the emergence of new esports titles and leagues, are fueling this rapid growth. The diversification of revenue streams, including media rights, advertising and sponsorships, merchandise, ticket sales, and burgeoning streaming platforms like DouYu and Hayu, ensures a robust and multifaceted market structure. Geographical expansion, particularly in rapidly developing Asian markets like India and South Korea, presents significant untapped potential for future growth. However, challenges remain, including the need for improved infrastructure in certain regions, concerns about player welfare and sustainability, and the ongoing battle against online toxicity and cheating. The market segmentation reveals significant opportunities. Media rights currently likely dominate revenue, given the significant viewership, but advertising and sponsorships are rapidly growing as brands recognize the engaged and valuable demographic. While North America and Europe currently hold substantial market share, the Asia-Pacific region, fueled by China, India, and South Korea, is expected to witness phenomenal growth in the coming years, driven by increased internet penetration and a burgeoning gaming culture. The competitive landscape is dominated by major players like Electronic Arts, Activision Blizzard, and Tencent, but smaller companies and independent leagues also contribute significantly to the ecosystem. Understanding these dynamics is critical for companies looking to capitalize on the vast potential of the global esports market. Strategic partnerships, innovative revenue models, and a focus on player well-being will be key to success in this dynamic and competitive environment. This comprehensive report provides an in-depth analysis of the global esports market, covering the period from 2019 to 2033. With a base year of 2025 and an estimated year of 2025, the report forecasts market growth from 2025 to 2033, leveraging historical data from 2019 to 2024. The report analyzes key market trends, identifies dominant segments and regions, profiles leading players, and assesses the impact of technological advancements and regulatory changes. This report is vital for investors, businesses, and anyone seeking to understand the rapidly evolving esports landscape. Expect detailed insights into revenue streams, streaming platforms, and the competitive dynamics shaping this multi-billion dollar industry. Recent developments include: January 2022 - A new category of 1440p NVIDIA G-SYNC esports screens and seven new games benefit from low latency thanks to NVIDIA Reflex. Since reducing system latency is recognized by gamers and game developers as essential to a quality gaming experience, the NVIDIA Reflex low latency ecosystem has grown significantly over the past year. Eight top-ten competitive shooters, including Apex Legends, Valorant, and Fortnite, support Reflex. Each month, more than 20 million GeForce gamers battle with Reflex ON. More than 50 mouse and screens support their Reflex Analyzer, enabling players to assess system latency quickly. Such developments are expected to flourish the esports market in the forecast period., February 2022 - Nintendo delivered its first Direct event of 2022 in a 40-minute presentation that featured several brand-new games and remakes. Highlights from Nintendo Direct 2022: Switch Sports, Mario Strikers, and announcements of other games. The market is expected to expand due to the release of multiple games.. Key drivers for this market are: Increasing Popularity of Video Games, Growing Awareness about eSports. Potential restraints include: Issues Such as Piracy, Laws and Regulations, and Concerns Relating to Fraud During Gaming Transactions. Notable trends are: Advertising to be the Largest Sources of eSports Revenue.

  10. T

    Stream Hosting Market by Content Type, Streaming, Platform, Industry &...

    • futuremarketinsights.com
    pdf
    Updated Jun 6, 2022
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    Future Market Insights (2022). Stream Hosting Market by Content Type, Streaming, Platform, Industry & Region - Forecast 2022 - 2032 [Dataset]. https://www.futuremarketinsights.com/reports/stream-hosting-market
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    pdfAvailable download formats
    Dataset updated
    Jun 6, 2022
    Dataset authored and provided by
    Future Market Insights
    License

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

    Time period covered
    2022 - 2032
    Area covered
    Worldwide
    Description

    [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.

    AttributeDetails
    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 ShareAround 32%

    Scope Of Report

    AttributeDetails
    Forecast Period2022 to 2032
    Historical Data Available for2017 to 2021
    Market AnalysisUS$ Billion for Value
    Key Regions CoveredNorth America, Latin America, Europe, East Asia, South Asia & Pacific, and the Middle East & Africa
    Key Countries CoveredThe 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 CoveredContent Type, Streaming Type, Platform, Industry and Region
    Key Companies Profiled
    • Dacast Inc.
    • Brightcove, Inc.
    • Wistia
    • JW Player
    • Kaltura, Inc.
    • Vimeo, Inc.
    • DigitalOcean, LLC
    • IBM Watson Media
    • Vidyard
    • Facebook (Meta Inc.)
    • Youtube (Google)
    • SproutVideo
    • Cincopa
    • Muvi LLC
    • Twitch (Amazon)
    • Hippo Video
    • StreamShark
    • Wowza Media Systems, LLC
    • Primcast
    Report CoverageMarket Forecast, Company Share Analysis, Competition Intelligence, DROT Analysis, Market Dynamics and Challenges, and Strategic Growth Initiatives
  11. V

    Video Game Live Streaming Service Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Feb 18, 2025
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    Market Research Forecast (2025). Video Game Live Streaming Service Report [Dataset]. https://www.marketresearchforecast.com/reports/video-game-live-streaming-service-22670
    Explore at:
    ppt, pdf, docAvailable download formats
    Dataset updated
    Feb 18, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

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

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

    Market Size and Growth: The global video game live streaming service market is estimated to reach $22.65 billion by 2033, with a significant CAGR of 11.0% from 2025 to 2033. The market expansion is primarily driven by the increasing popularity of gaming, the rise of professional esports, and the growing adoption of high-speed internet connectivity. Moreover, advancements in streaming technology, such as cloud gaming and 5G networks, are further fueling market growth. Key Market Trends and Segments: Desktop broadcasting remains the dominant application segment, accounting for over 50% of market share. However, mobile broadcasting is experiencing rapid growth due to the increased usage of smartphones and tablets for streaming. The market is also segmented based on age group, with the 20-30-year-old demographic being the largest user base. Key players in the market include Twitch, Caffeine, Facebook Gaming, and YouTube. North America is currently the largest regional market, followed by Europe and Asia Pacific. The growing popularity of gaming in developing regions is expected to drive significant growth in these markets in the coming years.

  12. M

    livestreaming Market By Key Players (Vimeo, Mixer, Twitch, FB Live); Global...

    • marketresearchstore.com
    pdf
    Updated Mar 16, 2025
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    Market Research Store (2025). livestreaming Market By Key Players (Vimeo, Mixer, Twitch, FB Live); Global Report by Size, Share, Industry Analysis, Growth Trends, Regional Outlook, and Forecast 2024-2032 [Dataset]. https://www.marketresearchstore.com/market-insights/livestreaming-market-810874
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Mar 16, 2025
    Dataset authored and provided by
    Market Research Store
    License

    https://www.marketresearchstore.com/privacy-statementhttps://www.marketresearchstore.com/privacy-statement

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    [Keywords] Market include Livestream, Vimeo, Twitch, FB Live, Mixer

  13. Twitch users in the U.S. 2021-2025

    • statista.com
    Updated Aug 28, 2023
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    Twitch users in the U.S. 2021-2025 [Dataset]. https://www.statista.com/statistics/532338/twitch-viewing-frequency-usa/
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    Dataset updated
    Aug 28, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2021
    Area covered
    United States
    Description

    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 2022, there were around 33.2 million Twitch users in the United States and this figure is estimated to rise to 36.7 million by 2025.

  14. M

    Mobile Live Broadcast Software Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 8, 2025
    + more versions
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    Archive Market Research (2025). Mobile Live Broadcast Software Report [Dataset]. https://www.archivemarketresearch.com/reports/mobile-live-broadcast-software-53441
    Explore at:
    ppt, pdf, docAvailable download formats
    Dataset updated
    Mar 8, 2025
    Dataset authored and provided by
    Archive Market Research
    License

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

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

    The global mobile live broadcast software market is experiencing robust growth, driven by the increasing adoption of smartphones, rising internet penetration, and the surging popularity of live streaming across diverse platforms. The market, estimated at $15 billion in 2025, is projected to exhibit a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033, reaching an estimated value of $45 billion by 2033. This growth is fueled by several key trends, including the proliferation of short-form video content, the integration of live streaming features into social media platforms, and the emergence of innovative monetization models for live streamers. The market is segmented by operating system (iOS and Android) and application (commercial, personal, and others), with the Android segment holding a larger market share due to its wider global user base. Key players such as Facebook Live, YouTube Live, and Twitch dominate the market, continually enhancing their platforms with new features and functionalities to attract and retain users. However, challenges such as maintaining video quality, ensuring platform security, and addressing concerns related to content moderation pose significant restraints to market growth. The geographical distribution of the market is diverse, with North America and Asia Pacific currently holding significant market shares. However, rapid growth is anticipated in emerging markets in regions like South America and Africa, driven by increasing smartphone penetration and affordable data plans. The competitive landscape is highly dynamic, with established players constantly innovating and new entrants emerging, leading to intensified competition and ongoing platform improvements. The market's future trajectory will heavily depend on factors such as technological advancements, regulatory frameworks governing online content, and the evolving preferences of live streaming audiences. Furthermore, the integration of augmented reality (AR) and virtual reality (VR) technologies is expected to further boost market expansion.

  15. E

    E-sports Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Mar 21, 2025
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    The citation is currently not available for this dataset.
    Explore at:
    doc, ppt, pdfAvailable download formats
    Dataset updated
    Mar 21, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

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

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

    The global esports market, valued at $1365.1 million in 2025, is projected to experience robust growth, exhibiting a Compound Annual Growth Rate (CAGR) of 15.5% from 2025 to 2033. This expansion is fueled by several key factors. Increasing digitalization and readily available high-speed internet access have broadened the audience base, attracting both amateur and professional players. The rise of mobile gaming and the accessibility of esports through platforms like YouTube Gaming, Twitch, and TikTok further contribute to this growth. Furthermore, significant investments from major corporations and the emergence of lucrative sponsorship deals are driving market expansion. The increasing popularity of esports tournaments and leagues, coupled with the growing media coverage and professionalization of the sector, have generated significant revenue streams and elevated the competitive landscape. This is further augmented by advancements in streaming technology and the ever-increasing sophistication of gaming hardware, enhancing the viewing and playing experience for both competitors and audiences. The market segmentation reveals a dynamic interplay between online and offline competition. While online platforms dominate, fostering a global community, offline events – such as large-scale tournaments and LAN parties – continue to attract considerable audiences and sponsor investment, thus contributing significantly to the market value. The professional segment represents a substantial portion of the market, driven by prize pools and lucrative endorsements. However, the amateur segment is not to be overlooked, as its vast size contributes to the overall growth and fosters a large pool of potential future professional players. Geographic distribution indicates strong market presence in North America and Asia-Pacific regions, which are likely to continue their dominance, although emerging markets in regions such as South America and Middle East & Africa show considerable potential for future growth, with increasing internet penetration and rising mobile gaming adoption. The competitive landscape is characterized by a mix of established players such as Tencent and established streaming platforms like Twitch, alongside newer entrants constantly vying for market share.

  16. m

    Live Streaming Market - Global Opportunity Analysis and Industry Forecast...

    • meticulousresearch.com
    Updated Nov 24, 2021
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    Meticulous Market Research Pvt Ltd (2021). Live Streaming Market - Global Opportunity Analysis and Industry Forecast (2024-2031) [Dataset]. https://www.meticulousresearch.com/product/live-streaming-market-5225
    Explore at:
    Dataset updated
    Nov 24, 2021
    Dataset authored and provided by
    Meticulous Market Research Pvt Ltd
    License

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

    Area covered
    Europe, Middle East & Africa, Global, Latin America, North America, Asia Pacific
    Description

    Live Streaming Market Size, Share, Forecast, & Trends Analysis by Component (Software, Services), Offering Model (B2B, B2C), Streaming Type (Audio, Video, Game), End User (Media, Education, Gaming, Government, Fitness) - Global Forecast to 2031

  17. Live streaming content creators revenue share on selected global platforms...

    • statista.com
    Updated Jun 15, 2023
    + more versions
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    Statista (2023). Live streaming content creators revenue share on selected global platforms 2025 [Dataset]. https://www.statista.com/statistics/1394689/live-streaming-video-content-creators-cut/
    Explore at:
    Dataset updated
    Jun 15, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    On June 15, 2023, Twitch announced the launch of its Partner Plus Program - which allows streamers with at least 350 recurring paid subscribers for three months in a row to earn 70 percent of their net subscription revenue. Twitch's new partner program came right before influential live streamers xQc and Amouranth left the platform to onboard competitor's live-streaming hosting service Kick. OnlyFans, which allows users to stream live content from creators as well as pre-recorded videos, shared 80 percent of fans' payments with creators. Streamers’ revenues According to Kick’s estimations, streamers with 5,000 subscribers would be looking to earn around 23,750 U.S. dollars, thanks to the platform’s low commissions. Launched between the end of 2022 and March 2023 under the advisory of live streamer Trainwreck, Kick allows content creators to earn 95 percent of their revenues on the platform, with the service taking only five percent of streamers' subscriptions. This represents one of the lowest commission fees among this type of online video platform, with Twitch's streamers who are not eligible for the new partnership sharing 50 percent of their revenues with the Amazon-owned host, and YouTube's content creators sharing 30 percent of the Super Chat and Super Stickers received from viewers during a live streaming session with the Google-owned service. In 2022, only 22 percent of U.S. content creators who made money from creating internet videos reported making more than 1,000 U.S. dollars. In case of live-streamed content, the share of U.S. live streamers making 1,000 U.S. dollars and more were merely seven percent of the total. Kick’s rise Kick is a live streaming platform launched between the end of 2022 and the beginning of 2023, proposing itself as a competitor to giants YouTube and Amazon-backed Twitch. Between January 2023 and April 2023, the platform grew from nine thousand channels to 67 thousand, with popular live streamers Félix Lengyel (better known as xQc) and Amouranth adding to the ranks in June of the same year. Adin Ross, who was known for streaming Grand Theft Auto V games on Twitch – was the most popular streamer on Kick during the first quarter of 2023, gathering approximately 125 peak viewers during his live streams. PaulinhoLOKObr ranked second, with around 62 thousand peak concurrent viewers for hist streams.

  18. M

    Mobile Applications Live Streaming Market By Key Players (Ustream, Yizhibo,...

    • marketresearchstore.com
    pdf
    Updated Mar 17, 2025
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    Market Research Store (2025). Mobile Applications Live Streaming Market By Key Players (Ustream, Yizhibo, YY, Twitter); Global Report by Size, Share, Industry Analysis, Growth Trends, Regional Outlook, and Forecast 2024-2032 [Dataset]. https://www.marketresearchstore.com/market-insights/mobile-applications-live-streaming-market-806497
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Mar 17, 2025
    Dataset authored and provided by
    Market Research Store
    License

    https://www.marketresearchstore.com/privacy-statementhttps://www.marketresearchstore.com/privacy-statement

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    [Keywords] Market include Facebook, Meerkat, Twitch, Ustream, Periscope

  19. c

    Global E sports Market Report 2025 Edition, Market Size, Share, CAGR,...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
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    Cognitive Market Research, Global E sports Market Report 2025 Edition, Market Size, Share, CAGR, Forecast, Revenue [Dataset]. https://www.cognitivemarketresearch.com/e-sports-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Cognitive Market Research
    License

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

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to cognitive market research-"Global Esports market size 2023 was XX Million. Esports Industry compound annual growth rate (CAGR) will be XX% from 2024 till 2031."

      By 2030, the Advertising & Sponsorships category is expected to have the biggest market share, growing at a compound annual growth rate of XX%.
     By 2030, the Twitch segment is expected to grow at a compound annual growth rate (CAGR) of XX% and have the highest market share.
     With a CAGR of XX%, Asia-Pacific is expected to hold the highest market share over the projection period.
     By 2030, North America is expected to grow at a CAGR of x% and generate USD XX million.
    

    Current scenario of the E sports market

    Key drivers of the Esportsvmarket

    Esports' Increasing Popularity Strengthens Market Growth Prospects
    

    The amount of time spent watching video content related to games has significantly expanded since the introduction of live game streaming and various open-source technologies for broadcasting and interception. This is particularly true for games that foster inventive competition and generate unique gameplay experiences that millions of players actively share and watch. Up until recently, esports' popularity had grown most significantly in Asian countries. At the present, North America and Europe are seeing a faster acceleration of the trend. According to Verizon figures from the start of 2020, daily video game traffic has more than doubled since Americans began seeking refuge indoors. Traffic from video games increased more than traffic from videos and web browsing. Later that year, Verizon data showed weekly growth in their gaming traffic. Furthermore, prize pools for tournaments in popular online games like Dota and Fortnite have previously exceeded USD 35 million. The growing popularity of gaming tournaments, lucrative international prize pools, streaming income, individual sponsorships, and the emergence of electronic sports as a professional career are all driving the market's advancement. Additionally, businesses are concentrating on improving the products they offer athletes and giving fans a better streaming experience. As a result, the market is expanding since video games are becoming more and more popular. https://mytour.vn/vi/blog/bai-viet/the-hottest-esports-games-right-now.html

    Rise in consumer awareness driving the market growth
    

    The audience for esports is still less than for popular traditional sports like football, but it has one distinct advantage: it has a lot of room to develop. Only about 15% of gamers these days keep up with esports.

    For example , The main goals of World Esports Day are to raise money for charity worldwide and to raise awareness of the benefits of esports.The date of the upcoming World Esports Day is Saturday, October 21, 2023. Every October, it will happen on the Saturday that comes in second from the last. https://worldesportsday.com/ Thus with awareness programs like these the market of esports will get a significant drive in the near future.

    Constraints for the global Esports market

    Health and Addiction Issues Could Stunt the Growth of the ESports Market
    

    Gamers may suffer from psychological issues related to gambling addiction and social behaviour disorders, as well as metabolic ailments brought on by light-emitting diode computer monitors. According to a recent study by Zwiebel on the health implications of electronic sports, players are more likely to sustain musculoskeletal injuries to their upper extremities, back, and neck. Moreover, prolonged exposure to a "Computer monitor" can result in metabolic diseases. Poor posture and a sedentary lifestyle, which are common among these athletes, are the main causes of these problems. Additionally, the establishment of college scholarships for electronic sports is a cause for concern because young people can now justify their excessive game-play as the next electronic sports stars.

    Safety Concerns and Lies Concerning Gaming Transactions to Obstruct Market Expansion
    

    Issues, such as rules and laws pertaining to data protection, pose a risk to the eSports industry. The data privacy and security laws are complex and often contradictory, making management of them difficult for the esports industry. This setting may present unique regulatory challenges for the esports industry...

  20. C

    Capture Cards for PC Gaming Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Feb 16, 2025
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    Data Insights Market (2025). Capture Cards for PC Gaming Report [Dataset]. https://www.datainsightsmarket.com/reports/capture-cards-for-pc-gaming-910159
    Explore at:
    doc, pdf, pptAvailable download formats
    Dataset updated
    Feb 16, 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 capture cards for PC gaming market was valued at USD 1.3 billion in 2019 and is projected to grow at a CAGR of 10.2% from 2025 to 2033. Increasing popularity of live streaming and content creation, advancements in technology, and growing demand for high-quality gaming experiences are driving market growth. The market is segmented into types (PCI/PCIe Capture Cards, USB Capture Cards, Other), application (Online, Offline), and region. USB Capture Cards currently hold the largest market share due to their portability and ease of use, while online applications account for the majority of the market driven by the growth of streaming platforms like Twitch and YouTube Live. North America and Asia Pacific are the largest and fastest-growing regions, respectively, owing to the presence of a large gaming population and high adoption of advanced technologies. Key market players include Elgato, AVerMedia, EVGA, Asus, Mirabox, Razer, UGREEN, TCHD, Epiphan, and Blackmagic. These companies are focusing on product innovation and strategic partnerships to gain a competitive edge. Some notable trends in the market include the emergence of 4K and 8K capture cards, as well as the integration of artificial intelligence (AI) and machine learning (ML) into capture cards for enhanced video quality and processing capabilities.

Share
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Click to copy link
Link copied
Close
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Statista (2021). Twitch: market size worldwide 2017-2023 [Dataset]. https://www.statista.com/statistics/1129604/market-size-twitch/
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Twitch: market size worldwide 2017-2023

Explore at:
Dataset updated
Jan 29, 2021
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

First introduced in June 2011, 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. Twitch is the most dominant streaming platform for eSports, with its market size estimated to grow from 43.3 million viewers in 2017 to almost 188 million viewers by 2023.

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