Gaming
Global gaming market is expected to grow to an estimated value of $268.8 billion by 2025

In the early 2010s, live game streaming a rise in prominence with the launch of Twitch.tv, this trend then grew to include Facebook, YouTube and other services. A high number of people are spending their time online, it is not hard to see how this is becoming a growing trend, not only for entertainment purposes, but also the monetary incentive that this unique opportunity brings. The global gaming market is expected to grow to an estimated value of $268.8 billion by 2025 which is up from $178 billion in 2021.
David Winter, in charge of PartyCasino’s live casino comments that, “Online game play has become an escape for both player and watcher. We are seeing a big shift in the way that gamers are creating and consuming content. Online gaming is a fun way to boost your brain activity, and improve your skills, however users always have to play with caution.”
While the online streamers are urged by the possible revenue that they could make from this lucrative business model, viewers also account for a large majority and boom in popularity for online game streaming.
In a 2019 survey, 44 percent of internet users worldwide aged between 16 and 24, stated that they watched live streams. The growth in online game viewership increased significantly with a staggering 1.2 billion watchers recorded in 2020. Accessing live game streams has been made easier not only through internet technologies, but also streaming services that cater specifically to this market of online gamers.
Online game watchers are just as important to the success of online game streamers, Statista reported that more than half of UK gamers use YouTube Gaming as opposed to 42% who use Twitch. On the other hand, 31% stated that they used Facebook Gaming, while 16% and 14% of respondents streamed games on Caffeine and Dailymotion Games.
The global esports audience will reach 532 million by the end of 2022. The number of esports enthusiasts is set to reach 261.2 million, while occasional viewers will make up 270.9 million. The esports audience will reach 640.8 million by the end of 2025, with a 2020-2025 CAGR of +8%.
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