Twitch doubles LatAm audience

This year the platform has grown in hours consumed, as well as in users and content creators.

Twitch is a “new” entertainment channel and has doubled its audience in Latin America this year, thanks to its huge community of content creators.

Twitch is an entertainment platform that started with a video game DNA, an industry that will reach almost $160 billion by the end of the year (a greater value than the film and music industries combined). This platform connects, creates communities and generates a lot of live content.

With a young audience (16-34 years old) interacting with each other and with specific communities with their own gaming culture, this platform highlights the consumption of video game content in more than 95% in live streams, where users interact with the creator and the community.

During the pandemic, Argentina has been one of the countries where the platform has grown the most. During this quarantine, Argentine creators have broken borders by tripling and quadrupling the number of viewers and users, considering the data: 3.58 million unique visitors per month, almost 730 thousand people who connect daily and consume 39.1 million hours of live content.

The age range is similar to the rest of the countries in the region since 71% are between 16 and 34 years old (16-24 reaches 43%), and with globalized interests, which favors technology and content with a digital DNA, similar to the users in Colombia (1.48 million unique visitors per month, 323 thousand daily visitors and 9.87 million hours consumed).

In Chile (1.7 million unique visitors per month, 335 thousand visitors per day, and 16.88 million hours consumed), many video game content creators have emerged during this period, even crossing language-based borders, as is the case of the Spanish, who have 70% of the Spanish-speaking audience in Latin America and the United States.

Finally, Mexico has almost 4 million users per month, 725 thousand visitors per day, and 30.2 million hours consumed.

The categories in Twitch have grown more as content, where games still dominate with 70%, but there has been an exponential growth of sports and music, where even artists come to the platform to distribute their material even with live recordings.

As for sports, leagues are coming to promote sports through agreements. Entertainment and sports will be most important when you can’t go to the shows because of the pandemic. eSports becomes scalable because of the audience and the content of e-sports, with more than 90% of the hours of broadcast and a different ecosystem. We have a wide variety of content that attracts the attention of different brands for games.

Source: https://plataformas.news/new-media/nota/twitch-duplica-su-audiencia-en-america-latina