In 2020, live streaming took off as a popular online entertainment option as the global COVID-19 pandemic forced people to stay at home and look at new ways to occupy their time. Live streams had already been a mainstay in online gaming, and user engagement reached new dimensions with a total of 30 billion viewing hours across all major platforms in 2020, representing a 89.2 percent increase compared to the previous year. Growth has been unstable since then, with viewership reaching 36.4 billion hours watched in 2025.
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InvestGame. (February 24, 2026). Total annual hours watched across leading live streaming platforms in 2019 to 2025 (in billions) [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 19, 2026, from /statistics/1264084/annual-live-streaming-hours-watched/
InvestGame. "Total annual hours watched across leading live streaming platforms in 2019 to 2025 (in billions)." Chart. February 24, 2026. ÌÇÐÄÆÆ½â°æ. Accessed July 19, 2026. /statistics/1264084/annual-live-streaming-hours-watched/
InvestGame. (2026). Total annual hours watched across leading live streaming platforms in 2019 to 2025 (in billions). ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 19, 2026. /statistics/1264084/annual-live-streaming-hours-watched/
InvestGame. "Total Annual Hours Watched across Leading Live Streaming Platforms in 2019 to 2025 (in Billions)." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 24 Feb 2026, /statistics/1264084/annual-live-streaming-hours-watched/
InvestGame, Total annual hours watched across leading live streaming platforms in 2019 to 2025 (in billions) ÌÇÐÄÆÆ½â°æ, /statistics/1264084/annual-live-streaming-hours-watched/ (last visited July 19, 2026)
Total annual hours watched across leading live streaming platforms in 2019 to 2025 (in billions) [Graph], InvestGame, February 24, 2026. [Online]. Available: /statistics/1264084/annual-live-streaming-hours-watched/