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.
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, 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.
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We'll tailor a Twitch dataset to meet your unique needs, encompassing streamer profiles, viewer engagement metrics, streaming times, demographic data of viewers, follower counts, chat statistics, and other pertinent metrics.
Leverage our Twitch datasets for diverse applications to bolster strategic planning and market analysis. Scrutinizing these datasets enables organizations to grasp viewer preferences and streaming trends, facilitating nuanced content development and engagement initiatives. Customize your access to the entire dataset or specific subsets as per your business requisites.
Popular use cases involve optimizing content strategy based on streamer performance and viewer engagement, enhancing marketing strategies through targeted audience segmentation, and identifying and forecasting trends in the streaming community to stay ahead in the digital entertainment landscape.
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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Introduction
Twitch Statistics: Twitch is referred to as the premier platform for video game streaming, attracting millions of users daily who engage in conversation, interaction, and entertainment. By the year 2026, Twitch accounted for over 91% of all streaming content and commanded 76% of the market share in total viewing hours. At any given time, approximately 2.73 million viewers are present on the platform. Continue reading to uncover more interesting Twitch statistics.
Discover information regarding its partners, active streaming channels, popular categories, historical streaming data, and developing trends. For viewers, statistics concerning popular games or streamers assist them in finding content that aligns with their interests. Additionally, Twitch offers tools for performance analysis, while third-party websites provide even more complete data. Whether you are a content creator or simply nosy, understanding Twitch statistics can keep you updated on trends and the platform's expansion.
As of May 2020, users in their teens and twenties accounted for more than three-quarters of Twitch's active app user accounts in the United States. According to recent data users aged 20 to 29 years, accounted for 40.6 percent of the video streaming app's user base on the Android platform.
In May 2025, the United States accounted for over 23 percent of Twitch's desktop traffic worldwide. Germany accounted for a further 8.69 percent of the streaming platform's desktop traffic. Twitch has gained massively in popularity during coronavirus-related lockdowns in 2020.
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.
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License information was derived automatically
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 ---
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.
DE | EN | ES | FR | PT | RU | |
---|---|---|---|---|---|---|
Nodes | 9,498 | 7,126 | 4,648 | 6,549 | 1,912 | 4,385 |
Edges | 153,138 | 35,324 | 59,382 | 112,666 | 31,299 | 37,304 |
Density | 0.003 | 0.002 | 0.006 | 0.005 | 0.017 | 0.004 |
Transitvity | 0.047 | 0.042 | 0.084 | 0.054 | 0.131 | 0.049 |
Paper: Multi-scale Attributed Node Embedding. Benedek Rozemberczki, Carl Allen, and Rik Sarkar. arXiv, 2019. https://arxiv.org/abs/1909.13021
When it comes to distribution of Twitch users in the United States, ** 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 ********* interviews.
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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
This statistic illustrates the distribution of Twitch users in the United States. As of December 2024, ** percent of consumer with Master degree or equivalent use Twitch. This is according to exclusive results from the Consumer Insights Global survey which shows that * percent of basic education / primary school old customers also fall into this category.Statista Consumer Insights offer you all results of our exclusive Statista surveys, based on more than ********* interviews.
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 March 2020, viewership on eSports streaming platform Twitch increased by ** percent compared to the figures from the previous week.
According to a survey of social media users conducted in the United Kingdom between April 2023 and March 2024, livestreaming and social video platform for gamers was used by approximately ** percent of the users aged between 18 and 29 years. In UK social media users aged between 30 and 49 years, Twitch usage interested approximately eight percent of respondents.
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The global esports and games streaming market size was valued at approximately $2.5 billion in 2023 and is projected to reach around $9.7 billion by 2032, growing at a CAGR of 16.3% from 2024 to 2032. This significant growth can be attributed to the increasing popularity of competitive gaming and the rise of streaming platforms that allow gamers to broadcast their gameplay to a global audience. Additionally, advancements in internet infrastructure and the proliferation of mobile devices have made it easier for people to access and enjoy streamed content.
One of the core growth factors driving the esports and games streaming market is the burgeoning viewership and fandom associated with esports tournaments. Major events now draw audiences comparable to traditional sports, sometimes even surpassing them. The accessibility of streaming platforms has democratized content creation, enabling anyone with a decent gaming setup and internet connection to broadcast their gameplay, thus adding to the vast repository of content available for viewers. Sponsorships and advertising revenues continue to pour in, making esports a lucrative sector for both content creators and platform providers.
Another significant growth driver is the increasing investment from both public and private sectors into esports infrastructure. Cities worldwide are building dedicated esports arenas, and educational institutions are establishing esports programs and scholarships. This institutional support not only legitimizes esports as a competitive endeavor but also propels its growth by attracting a new generation of gamers and professionals into the field. The convergence of gaming and social media further amplifies audience engagement, with platforms integrating features that allow fans to interact with their favorite players in real-time.
The rapid advancements in technology, particularly in augmented reality (AR) and virtual reality (VR), are also contributing to the market's growth. These technologies are enhancing the gaming experience, making it more immersive and interactive. High-resolution displays, faster processors, and improved graphics capabilities are continually raising the bar for what constitutes a premium gaming experience. The introduction of 5G networks is set to revolutionize mobile gaming by reducing latency and improving the quality of streamed content, thus broadening the market base.
Regionally, Asia Pacific dominates the esports and games streaming market, driven by countries like China, South Korea, and Japan, which are home to some of the world's largest gaming communities. North America and Europe are also significant markets, bolstered by high disposable incomes and advanced technological infrastructure. Latin America and the Middle East & Africa are emerging markets with substantial growth potential, owing to increasing internet penetration and a youthful population keen on gaming.
The esports and games streaming market is highly fragmented when it comes to streaming platforms, with major players including Twitch, YouTube Gaming, Facebook Gaming, and others. Twitch, owned by Amazon, remains the market leader, boasting millions of active users who log in daily to watch their favorite streamers. Twitch's user-friendly interface, coupled with its community-building features such as chat rooms and interactive emotes, has made it a favorite among both streamers and viewers. The platform’s monetization options, including subscriptions, bits (virtual currency), and advertising, offer multiple revenue streams for content creators.
YouTube Gaming is another significant player in the market, leveraging its vast existing user base to attract gamers and viewers. One of its major advantages is the integration with Google's ecosystem, which allows for seamless sharing and promotion of content across multiple platforms. YouTube's advanced algorithms also help in content discovery, making it easier for new streamers to gain visibility. The platform's revenue model includes advertising and channel memberships, providing steady income for content creators.
Facebook Gaming has been making strides to carve out its niche in this competitive market. The platform leverages Facebook's massive global user base to attract both streamers and viewers. Features like social media integration and community-building tools enhance user engagement. Facebook Gaming is focusing on expanding its market share by entering into partnerships and exclusive st
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The B2C video live streaming platform market is experiencing explosive growth, with a market size of $81.82 billion in 2025 and a projected Compound Annual Growth Rate (CAGR) of 18.4% from 2025 to 2033. This surge is driven by several key factors. The increasing penetration of high-speed internet and mobile devices provides widespread access, fueling user adoption. Simultaneously, the rise of social media platforms incorporating live streaming features, and the expanding popularity of e-commerce live streams for product demonstrations and sales, have significantly broadened the market's appeal. Furthermore, advancements in streaming technology, such as improved video quality and reduced latency, enhance the user experience, fostering greater engagement and attracting more viewers and streamers alike. The competitive landscape is highly dynamic, with established players like Twitch, YouTube, Facebook, and TikTok vying for market share alongside emerging regional platforms. The market’s segmentation is likely diverse, encompassing various categories based on content type (gaming, educational, entertainment), monetization models (subscriptions, advertising, donations), and target demographics (e.g., Gen Z, Millennials). Growth is expected to continue at a rapid pace through 2033, driven by further technological innovation, evolving consumer preferences, and the integration of live streaming into various aspects of daily life, from entertainment and education to shopping and social interaction. However, challenges remain. Competition for viewers and streamers will intensify, demanding continuous innovation in platform features and content offerings. Regulation and content moderation will also play crucial roles in shaping the market's trajectory, ensuring responsible use and mitigating risks associated with harmful content. Data privacy concerns and the need to maintain a positive user experience will be ongoing focuses for platforms striving for long-term success. The ongoing development of immersive technologies like VR and AR also presents both challenges and opportunities, potentially leading to new avenues for growth and revenue generation.
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The online gaming platform market is experiencing robust growth, driven by increasing smartphone penetration, rising internet access, and the growing popularity of esports. The market, estimated at $150 billion in 2025, is projected to maintain a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033, reaching an estimated $500 billion by 2033. This expansion is fueled by several key trends, including the rise of mobile gaming, the increasing adoption of cloud gaming technologies, and the continued evolution of game genres and monetization strategies. The market is segmented by application (teenager, adult), device type (iOS, Android, Other), and geography, with North America and Asia-Pacific currently dominating market share. Competitive pressures are high, with established players like Twitch and YouTube alongside emerging mobile-first platforms like Miniclip, Skillz, and Roblox vying for market dominance. The success of individual platforms hinges on their ability to cultivate vibrant communities, offer engaging game experiences, and effectively monetize their user bases. Factors such as regulatory hurdles in certain regions and concerns around game addiction pose potential restraints to market growth. However, the ongoing innovation in game design and the expanding accessibility of online gaming are expected to outweigh these challenges, driving sustained market expansion in the coming years. The diverse range of online gaming platforms caters to a broad spectrum of user preferences and demographics. The teenager segment, known for its high engagement with mobile and social games, represents a substantial portion of the market. Adult gamers also make up a significant segment, encompassing a wide variety of gaming preferences and spending habits. Platform providers are continuously refining their offerings to cater to these diverse groups, introducing new genres, features, and monetization models. Cross-platform compatibility and enhanced social features are becoming increasingly crucial for attracting and retaining users in a highly competitive landscape. The geographical distribution of market share reflects the varying levels of internet penetration and economic development across different regions. While North America and Asia-Pacific currently hold significant market shares, growth in emerging markets is expected to significantly contribute to the overall market expansion.
As of March 2025, approximately ** percent of Twitch users in the United Kingdom were aged between 20 and 29 years. By comparison, *********** UK users engaging with the popular live streaming platform were between 30 and 39 years.
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.