Updated Mar 17, 2026 by Stream Hatchet
Report · January 1, 2023
Published by Stream Hatchet
Western live streaming viewership experienced a 13.5% year-over-year decline in 2022, totaling 29.5 billion hours watched. This contraction was primarily driven by a 14% reduction in unique active channels, suggesting that streamer burnout impacted content supply more significantly than a lack of audience demand. While Facebook Gaming suffered a substantial 56% drop in viewership, Twitch maintained its market dominance, and YouTube Gaming solidified its status as the second-largest platform. Notably, non-gaming content reached new heights, with the "Just Chatting" category leading Twitch and female creator representation expanding across YouTube and Facebook. The industry landscape shifted toward creator-driven events and original programming, which frequently outperformed traditional AAA game launches. High-profile spectacles like Ludwig’s Chessboxing and Ibai’s boxing matches demonstrated the immense power of individual personalities to command massive audiences. This trend extended to esports organizations, which generated 1.6 billion hours watched; however, more than half of that engagement was attributed to their rosters of content creators rather than professional competitive matches. Marketing strategies evolved accordingly, as brands prioritized long-term sponsorships with mid-sized influencers and publishers utilized "drops" campaigns to boost game viewership by as much as 412%. Engagement metrics from 2022 highlight the continued dominance of established titles such as Counter-Strike: Global Offensive and Escape From Tarkov, alongside the rise of international creators like the Portuguese streamer Gaules. As the ecosystem matures, the integration of business intelligence, social analytics, and programmatic advertising has become essential for stakeholders. These tools allow brand marketers and media publishers to navigate a complex market where influencer management and creator-led events serve as the primary engines for revenue growth and audience retention.
ABOUT STREAM HATCHET’S YEARLY REPORT ■ Stream Hatchet’s Yearly Report is a culmination of the biggest trends, stories, and insights from the live streaming and gaming industry in 2022. A quarterly report is also distributed every 90 days. Want to be among the first to hear about future reports? Subscribe to our newsletter today! ■ Stream Hatchet works with a consortium of industry leading analysts and business leaders to understand key trends related to the impact of live streaming audiences on gaming creators, esports and the broader video games industry. Viewership on leading western live streaming platforms has started to plateau in 2022, however, opportunities through creator-driven events and innovative strategies continue to excite viewers and make live streaming a go-to source for entertainment. ● Yearly hours watched across major live streaming platforms has decreased 13.5% YoY from 2021, but is still up 6% from 2020 and 164% from 2018. ● The number of unique channels streaming content is also down about 14%, indicating that while viewership A NOTE FROM EDUARD MONTSERRAT (CEO) is down, the decline could have more to do with streamer burnout than viewer interest.
.5% YoY from 2021, but is still up 6% from 2020 and 164% from 2018. ● The number of unique channels streaming content is also down about 14%, indicating that while viewership A NOTE FROM EDUARD MONTSERRAT (CEO) is down, the decline could have more to do with streamer burnout than viewer interest. “We hope you enjoy our 2022 video game ● Despite the decrease, fans are watching more "We non-gaming events like sports, music, and art on live streaming insights report. We have analyzed and stream streaming platforms. On Twitch, non-gaming streams identified key insights and trends across the hours watched are up 5.8%, indicating a potential identifi video game industry, including the rise of shift in demand from viewers. video non-gaming live streams, trends in the creator economy, and the strategy of brands activating in live streaming.” STAY
Q1 2018 - Q4 2022 | ON TWITCH YOUTUBE GAMING AND FACEBOOK GAMING 800M 800M YEARLY TOTAL ● Yearly hours watched across 27.8B major live streaming 600M platforms has decreased by 34.0B 4.5B hours watched YoY from 2021, driven predominately by 29.5B Facebook Gaming declines. 400M ● The number of unique channels live streaming 14.1B across the major platforms is also down about 14%, indicating some streamer 200M 11.2B burnout occurred in 2022. ● While streaming is down, viewership is still up 6% from peak COVID-19 levels seen in 2020, and substantially up from 2018, growing 164%. JAN FEB MAR APR MAY JUN JUL AUG SEP OCT NOV DEC ■ 2018 ■ 2019 ■ 2020 ■ 2021 ■ 2022 STAY
Q1 - Q4 2022 | ON TWITCH YOUTUBE GAMING AND FACEBOOK GAMING BY PEAK CCV 3.35M 2.16M 1.19M 1.16M 1.07M 00:0 OXX AuronPley LA VELADA SQUD OXN DEL ANO₁ CAMC DUKI BIZARRAP NICKI NICOLE RELS B QUEVEDO FINAL II La Velada del Año II FIFA World Cup B SquidCraft Games 2 Influencer Football Esland Awards ibai Semifinals: Argentina vs. Elxokas Match: France v Spain Ceremony Croatia Aminematue TheGrefg CazeTV 1.04M 990K 945K 929K 918K ASTORE molorsoor.com nospath atagion ECENDS GRAND PRIX MPA Nintendo Direct EXPLORER RRO HOSHI ONIC ESPORTS WHO IS THE NEXT 2.9.2022 GP Explorer Racing LoL Worlds Finals MPL Indonesia S9 VEOWNTHIS MPL Indonesia S10 Nintendo Direct Event T1 vs. DRX Playoffs Finals February Squeezie Riot Games MPL Indonesia MPL Indonesia Nintendo ● Creator-driven events are becoming more and more relevant in streaming culture. Ibai’s boxing event, La Velada de Año II, broke the all-time record for peak viewership in live streaming by a staggering 880K viewers, previously set by TheGrefg during his Fortnite skin release in 2021. STAY ● Non-gaming events are driving viewership in live streaming; Half of the top 10 peak events were non-gaming events.
Q1 - Q4 2022 AND % CHANGE YOY FROM 2021 | ON TWITCH YOUTUBE GAMING AND FACEBOOK GAMING HOURS WATCHED PER QUARTER & YOY % CHANGE HOURS WATCHED PER QUARTER & YOY % CHANGE -3% ● While live streaming as a 6B 6.1<sub>B</sub> -13% -1% whole decreased in 2022, 5.7<sub>B</sub> -6% Twitch was the least affected, 5.6<sub>B</sub> dropping only 6% YoY. 5.4<sub>B</sub> ● Facebook Gaming was hit the hardest in 2022, dropping 4B 56% YoY from 2021. While YouTube Gaming has also seen a decrease in its hours watched, it has since pulled away from Facebook as the definitive second most-utilized live streaming 2B platform in the West. 2B -14% -13% 4% -12% ● The number of unique 1.1<sub>B</sub> -24% 1.1<sub>B</sub> 1.2<sub>B</sub> channels streaming across all 1.1B 1.1B -51% 1.2B 1.1<sub>B</sub> 3 platforms declined 14%, 0.8<sub>B</sub> 0.6<sub>B</sub> -70% 1.1B-72% possibly contributing to the 0.8B 0.6B 0.4<sub>B</sub> 0.3<sub>B</sub> decline in hours watched. 2022 Q1 Q2 Q3 0.4B Q4 0.3B 2022 Q1 Q2 Q3 Q4 STAY
HOURS WATCHED (YoY % CHANGE vS. 2021) HOURS WATCHED (YoY % CHANGE vs. 2021) 6B 6.1B 6B 6.1B ● Twitch experienced a mild drop -3% 5.6B 5.7B 5.4B in viewership in 2022, decreasing -13% -1% 1.5B in hours watched, or 6% YoY. -6% This decline is relatively mild, 4B especially when compared to YouTube and Facebook Gaming. ● In Q2 the platform’s viewership experienced the greatest decline 2B YoY, with a 13% drop in hours watched. The other quarters resisted such a significant shift in viewership. ● Twitch’s annual total number of 2022 Q1 Q2 Q3 Q4 unique channels has dropped 2022 Q1 Q2 Q3 Q4 from 24.4M in 2021 to 22.4M in 2022. The platform’s plan to 2021 2022 change the rate of pay for II creators in the next year may be a contributor to this drop, and as a 24.3 22.8 result also affected the hours HOURS WATCHED B B (-6%) watched. However, this 8% decrease was the smallest of the top 3 western platforms. UNIQUE CHANNELS 24.4M 22.4M (-8%) STAY
The second quarter of 2022 marked a period of stabilization for the live streaming industry as the rapid growth spurred by pandemic lockdowns began to cool. Total hours watched across major platforms fell 15% year-over-year to 8.1 billion hours. This decline is attributed in part to creator fatigue, evidenced by a 20% drop in unique channels and a 16% decrease in total hours broadcast. Despite this contraction, the industry remains significantly larger than its pre-pandemic state in 2019. Twitch continues to dominate the market with a 68% share of total hours watched, followed by YouTube at 14%. Facebook Gaming saw a significant 50% decline in watch time compared to the previous year. Conversely, disruptor platforms like Trovo experienced a 127% increase in viewership, largely driven by Russian streamers migrating from Twitch. While the broader market slowed, the esports segment grew by 8%, with major events like the League of Legends Mid-Season Invitational and the PGL Major Antwerp driving significant engagement. The data highlights a strategic shift among esports organizations, which are increasingly relying on content creators to reach broader audiences. For example, 98% of the hours watched for Luminosity were generated by its affiliated creators rather than competitive matches. Top-tier games like Grand Theft Auto V and League of Legends maintained their dominance, while new releases like The Quarry demonstrated the potential for narrative-driven titles to capture short-term viewership peaks. Non-gaming content also made an impact, as the Johnny Depp vs. Amber Heard trial boosted the Just Chatting category by over 7% during the quarter. This analysis covers global streaming trends across nearly 20 platforms, including Twitch, YouTube, and Facebook Gaming, for the period of April through June 2022. The findings are based on proprietary data aggregation and business intelligence from Stream Hatchet.
The primary aim of the analysis is to map the state of global video‑game streaming in the first quarter of 2022, linking audience behavior to platform performance, game releases, and advertising potential. While overall viewership growth has begun to temper—total hours watched fell 6 % from the previous quarter—it remains 66 % higher than the same period in 2020 and 140 % above Q1 2019, underscoring the sector’s continued expansion despite pandemic stabilization. Twitch retains overwhelming dominance, delivering roughly three‑quarters of all streamed hours and accounting for 80 % of esports viewership, which itself showed only a 0.3 % dip year‑over‑year but rose 63 % since 2019. Emerging competitors such as AfreecaTV, Trovo and NaverTV posted double‑digit growth, yet YouTube and Facebook together contributed less than 10 % of total hours. Core viewers—just 7.8 % of the audience—generated two‑thirds of watch time, averaging 276 minutes per day and proving 24 times more receptive to repeated advertising than casual viewers, who average 12 minutes daily. Game‑level insights reveal that legacy titles like Grand Theft Auto V and League of Legends remain top‑draws, while new releases such as Elden Ring and Lost Ark captured strong core‑viewer engagement, each accounting for over half of their streaming hours. Mobile game streaming is heavily core‑oriented, with 78 % of hours coming from core fans despite casual dominance in downloads. Content creators mirror these patterns: xQcOW led live streams with 62.8 million hours, while VOD‑first creators like Rubius generated twice as many video‑on‑demand views per concurrent viewer, highlighting divergent monetization pathways.
The third quarter of 2022 reflects a period of stabilization for the live streaming industry as it transitions away from pandemic-era highs. While total hours watched and unique channels both decreased by 13% compared to the previous year, the market remains significantly larger than in 2019, with viewership levels nearly double those of the pre-pandemic era. Data indicates that while fewer creators are active, those remaining are broadcasting for longer durations, resulting in a 7.5% increase in total hours broadcast year-over-year. Twitch maintains a dominant market share, accounting for 72% of total gaming hours watched, followed by YouTube at 15% and Facebook Gaming at 12%. Notably, YouTube was the only major platform to see growth in hours watched, rising 4% as high-profile creators migrated to the service. Conversely, Facebook Gaming experienced a sharp 70% decline in viewership, likely influenced by the discontinuation of its standalone app. In contrast to the broader market slowdown, the esports segment grew by 40% year-over-year, with Twitch capturing 66% of this specific market. Content trends highlight the rising influence of VTubers and the strategic shift of esports organizations toward variety content. VTubers now represent 50% of the top ten female creators, with the top ten VTubers seeing an average viewership growth of 30% over the previous quarter. Additionally, eight of the top ten esports organizations now generate more than half of their total watch time through content creators rather than competitive matches. While established titles like Grand Theft Auto V and League of Legends continue to lead the charts, the quarter also saw a peak in gambling viewership on Twitch just prior to the implementation of new platform restrictions on unlicensed sites.
The global live streaming market entered a period of stabilization in 2023, reaching 38.3 billion hours watched with the lowest volatility recorded since 2020. While the industry leader, Twitch, experienced a 4.9% decline in total hours watched, the broader landscape remained dynamic due to the 11% growth of YouTube Gaming and the rapid ascent of Kick. Within its first year, Kick secured the position of the third-largest Western streaming platform, displacing Facebook and hosting nearly one million unique channels. This shift reflects a diversifying market where platform loyalty is increasingly challenged by new entrants and multi-platform simulcasting, the latter of which has been shown to increase creator audiences by an average of 100%. Esports remains a primary engine for engagement, with viewership rising 9% year-over-year to 2.5 billion hours. This growth is heavily supported by the rise of co-streaming, which now accounts for nearly 30% of total esports consumption. While First-Person Shooters remain the dominant gaming genre at 4.7 billion hours, non-gaming categories such as "Just Chatting" and "Sports" are expanding their market share. Notable content trends include the continued rise of VTubers on YouTube and significant regional growth in Japan, where Twitch viewership increased by 283 million hours. Demographic and geographic shifts further define the current landscape. Kick has established a predominantly English-speaking base and shows a slightly higher representation of top female creators compared to its competitors. Meanwhile, Europe saw a massive 400% surge in Battle Royale esports viewership driven by major international championships. As the industry matures, the integration of sophisticated analytics and marketing ecosystems allows stakeholders to navigate a complex environment where traditional gaming content, creator-led events, and diverse language markets intersect to maintain high levels of global engagement.