The global live streaming market stabilized at 38.3 billion hours watched in 2023, characterized by Twitch's 4.9% decline and YouTube Gaming's 11% growth.
See it on page 3Kick emerged as the third-largest Western streaming platform within its first year, hosting nearly one million unique channels and displacing Facebook.
See it on page 4Esports viewership grew 9% year-over-year to 2.5 billion hours, with co-streaming now driving nearly 30% of total esports consumption.
See it on page 22Multi-platform simulcasting has become a critical growth strategy, increasing creator audiences by an average of 100%.
See it on page 21First-Person Shooters remain the dominant gaming genre with 4.7 billion hours watched, though non-gaming categories like 'Just Chatting' are gaining market share.
See it on page 11Regional market shifts were significant in 2023, highlighted by a 283 million hour increase in Twitch viewership in Japan and a 400% surge in European Battle Royale esports viewership.
See it on page 24The 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.