Streaming - India

  • India
  • In India, revenue in the Streaming market is projected to reach US$5.1m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.91%, leading to a projected market volume of US$7.1m by 2029.
  • While most revenue in the global Streaming market is generated China, in India is also positioned to see significant growth.
  • In the Streaming market withIndia, the number of users is expected to reach 128.6m users by 2029.
  • User penetration is anticipated to be 7.5% in 2024, with expectations to rise to 8.6% by 2029.
  • Furthermore, the average revenue per user (ARPU) in India is projected to be US$0.1.
  • India's rapidly growing youth demographic is driving a significant surge in eSports streaming, fostering a vibrant online community and increasing brand investments.

Key regions: Germany, United States, China, India, South Korea

 
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Analyst Opinion

The streaming market in the Indian eSports market is steadily growing due to factors like the rising popularity of digital platforms, increasing interest in eSports among consumers, and the convenience of online services. This mild growth is influenced by the increasing availability of high-speed internet and the emergence of new streaming platforms.

Customer preferences:
As the eSports market continues to grow in India, there has been a significant rise in the popularity of streaming platforms for viewing live gaming tournaments. This trend is largely driven by a younger demographic who are increasingly drawn to the convenience and accessibility of online streaming. Additionally, the surge in smartphone usage and improving internet infrastructure in the country has also contributed to the rise of this market. This shift towards streaming platforms has also sparked the emergence of a new generation of content creators and streamers, catering to the growing demand for eSports content.

Trends in the market:
In India, the Streaming Market within the eSports Market is experiencing significant growth, driven by the increasing popularity of online gaming and the rise of professional eSports tournaments. This trend is expected to continue, with the market projected to reach a value of $3 billion by 2025. This growth is significant for industry stakeholders as it presents opportunities for revenue generation through advertising, sponsorships, and partnerships with gaming companies. Additionally, the rise of mobile gaming and the availability of high-speed internet are expected to further boost the streaming market in India. These trends highlight the potential for the eSports market to become a major player in the Indian entertainment industry, providing new avenues for growth and investment.

Local special circumstances:
In India, the eSports Streaming Market is thriving due to the country's large youth population and their increasing interest in competitive gaming. The market is also driven by the rise of affordable internet connectivity and the popularity of mobile gaming. Additionally, government initiatives to promote eSports and the emergence of local eSports leagues have further boosted the market. In contrast, in Brazil, the market is fueled by the country's strong gaming culture and the growing demand for online entertainment. The market is also influenced by the rising number of internet users and the popularity of streaming platforms among the younger population.

Underlying macroeconomic factors:
The growth of the Streaming Market within the eSports Market in India is heavily influenced by macroeconomic factors such as technological advancements, internet infrastructure, and government policies. India's strong investment in digital infrastructure and favorable regulatory environment for streaming services has contributed to the rapid growth of the eSports market. Additionally, the country's growing young population and increasing disposable income have created a large potential market for streaming services, driving the demand for eSports content. However, economic challenges such as low internet penetration and limited access to high-speed internet in certain regions of India may hinder the growth of the streaming market within the eSports market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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