Revenue of the eSports streaming industry in Poland 2020-2029

Revenue of the eSports streaming market in Poland from 2020 to 2029

Loading statistic...
Download
Show detailed source information?
Register for free
Already a member?
Log in
Sources

Use Ask Statista Research Service

Release date

September 2024

Region

Poland

Survey time period

2020 to 2029

Supplementary notes

Data provided by Statista Market Insights are estimates.

Definition:

Esports Streaming refers to the live broadcasting and on-demand viewing of competitive gaming content across digital platforms, allowing fans to watch their favorite games, tournaments, and players in real-time or at their convenience. This market is driven by platforms like Twitch, YouTube Gaming, and others, where millions of viewers engage with live streams, highlights, and commentary. Esports streaming not only provides entertainment but also offers a platform for advertisers, sponsors, and content creators to reach a global audience. It is a critical component of the esports ecosystem, enhancing fan interaction, expanding the reach of esports events, and generating significant revenue through ad placements, subscriptions, and viewer donations.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending and ad spending. Sales channel data shows online revenues. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

Citation formats
Access all statistics starting from $2,388 USD yearly *

Statistics on " E-sports in Poland "

Other statistics that may interest you E-sports in Poland

Overview

4

Tournaments

5

Teams and players

8

Live-streaming

7

Platforms

8
Access all statistics starting from $2,388 USD yearly *
Learn more about how Statista can support your business.