Online game streaming, a game changer with 3.24 billion players
London, UK –News Direct– Intelligiants Ltd
* The global gaming market is expected to grow to an estimated value of $ 268.8 billion by 2025.
* In 2021, UK players spent an average of 7.17 hours a week on video games in January.
* With a global network of 3.24 billion players in 2021, 715 million came from Europe, with the UK having the largest number of players – 46.7 million.
In the early 2010s, live video streaming for gaming became a prominent feature with the launch of Twitch.tv, this trend then grew to include Facebook, YouTube and other services. The concept works by allowing game streaming services to allow players to stream their gaming session to a wide audience. Each service may work differently than the next, but the core theme is that they allow users to stream to an audience while playing video games.
Statista reported that in 2021, British players spent an average of 7.17 hours a week on video games in January. With a global network of 3.24 billion players in 2021, 715 million came from Europe, with the UK having the largest number of players accounting for 46.7 million.
A large number of people spend their time online, it is not difficult to see how this is becoming a growing trend, not only for entertainment purposes, but also the financial incentive that this unique opportunity provides. The global gaming market is expected to grow to an estimated value of $ 268.8 billion by 2025, up from $ 178 billion in 2021.
While online streamers are encouraged by the potential revenue they can earn from this lucrative business model, viewers also account for a large majority and boom in popularity for online game streaming.
In a survey from 2019, 44 percent of internet users worldwide between the ages of 16 and 24 stated that they watched live broadcasts. The growth in viewership of online games increased significantly with a staggering 1.2 billion viewers registered in 2020. Access to live game streams has become easier, not only through internet technologies, but also streaming services that cater specifically to this market of online players.
Online game viewers are just as important to the success of online gaming streamers, Statista reported that more than half of UK players 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 the respondents streamed games on Caffeine and Dailymotion Games.
The global sports audience will reach 532 million by the end of 2022. The number of sports enthusiasts is set to reach 261.2 million, while sporadic viewers will reach 270.9 million. The e-sports audience will reach 640.8 million by the end of 2025, with a 2020-2025 CAGR of + 8%.
David Winter, who is responsible for PartyCasino’s live casino, comments that “Online gaming has become an escape for both player and viewer. We are seeing a big shift in the way players create and consume content. Online gaming is a fun way to increase your brain activity and improve your skills, but users must always play with caution. “
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