GameSquare's Stream Hatchet Publishes Q3 2025 Live Streaming Trends Report
GameSquare (NASDAQ:GAME) subsidiary Stream Hatchet released its Q3 2025 Live Streaming Trends Report on October 23, 2025, reporting record Q3 engagement.
Key figures: global live streaming hours were 9.6B in Q3 2025, up 13% YoY; TikTok Live reached 9.2B hours versus 4.6B for Twitch; Twitch fell below 50% market share for the first time; the Esports World Cup reached 168M hours, up 73% YoY; Kai Cenat's Mafiathon accounted for 71% of Subtember subs; FC Barcelona hit 3.2M live viewers for a match.
GameSquare (NASDAQ:GAME) sussidiaria Stream Hatchet ha pubblicato il suo rapporto sulle tendenze dello streaming live del terzo trimestre 2025 il 23 ottobre 2025, segnalando un coinvolgimento record nel Q3.
Principali figure: le ore di streaming live globali sono state 9,6B nel Q3 2025, in aumento del 13% YoY; TikTok Live ha raggiunto 9,2B ore contro Twitch a 4,6B; Twitch è sceso al di sotto del 50% di quota di mercato per la prima volta; la Esports World Cup ha raggiunto 168M ore, in aumento del 73% YoY; il Mafiathon di Kai Cenat ha rappresentato il 71% delle sottoscrizioni di Subtember; il FC Barcelona ha totalizzato 3,2M spettatori live per una partita.
GameSquare (NASDAQ:GAME) filial Stream Hatchet publicó su Informe de Tendencias de Streaming en Vivo del tercer trimestre de 2025 el 23 de octubre de 2025, reportando un compromiso récord en el Q3.
Cifras clave: las horas de streaming en vivo globales fueron 9,6B en el Q3 2025, con un aumento del 13% interanual; TikTok Live alcanzó 9,2B horas frente a Twitch con 4,6B; Twitch cayó por debajo del 50% de cuota de mercado por primera vez; la Esports World Cup alcanzó 168M horas, con un aumento del 73% interanual; el Mafiathon de Kai Cenat representó el 71% de las suscripciones de Subtember; el FC Barcelona registró 3,2M espectadores en vivo para un partido.
GameSquare (NASDAQ:GAME) 자회사 Stream Hatchet은 2025년 10월 23일 2025년 3분기 라이브 스트리밍 동향 보고서를 발표했고 3분기 참여가 사상 최고치를 기록했습니다.
주요 수치: 전 세계 라이브 스트리밍 시청 시간은 2025년 3분기에 96억 시간으로 YoY 13% 증가; TikTok Live는 92억 시간에 도달했고 Twitch는 46억 시간; Twitch는 처음으로 시장 점유율 50% 미만으로 떨어짐; Esports World Cup은 168M 시간으로 증가율 73%를 기록; Kai Cenat의 Mafiathon은 Subtember 구독의 71%를 차지; FC Barcelona는 한 경기에서 320만명의 라이브 시청자를 기록.
GameSquare (NASDAQ:GAME) filiale Stream Hatchet a publié son rapport Q3 2025 sur les tendances du streaming en direct le 23 octobre 2025, enregistrant un engagement record au T3.
Chiffres clés : les heures de streaming en direct mondiales ont été de 9,6B au T3 2025, en hausse de 13% sur un an; TikTok Live a atteint 9,2B heures contre Twitch avec 4,6B; Twitch est tombé en dessous de 50% de part de marché pour la première fois; la Esports World Cup a atteint 168M heures, en hausse de 73% sur un an; le Mafiathon de Kai Cenat a représenté 71% des abonnements Subtember; le FC Barcelona a enregistré 3,2M spectateurs live pour un match.
GameSquare (NASDAQ:GAME) Tochtergesellschaft Stream Hatchet hat ihren Q3 2025 Live-Streaming-Trendbericht am 23. Oktober 2025 veröffentlicht und verzeichnete ein Rekordengagement im Q3.
Schlüsselzahlen: Globale Live-Streaming-Stunden betrugen im Q3 2025 9,6Mrd, YoY 13% steigend; TikTok Live erreichte 9,2Mrd Stunden gegenüber Twitch mit 4,6Mrd; Twitch fiel erstmals unter 50% Marktanteil; die Esports World Cup erreichte 168M Stunden, YoY 73% steigend; Kai CENATs Mafiathon machte 71% der Subtember-Abos aus; der FC Barcelona verzeichnete 3,2M Live-Zuschauer bei einem Spiel.
GameSquare (NASDAQ:GAME) التابعة لـ Stream Hatchet أصدرت تقريرها عن اتجاهات البث المباشر للربع الثالث من 2025 في 23 أكتوبر 2025، مُعلنةً مشاركة قياسية في الربع الثالث.
الأرقام الرئيسية: ساعات البث المباشر العالمية بلغت 9.6 بليون ساعة في الربع الثالث من 2025، بزيادة 13% على أساس سنوي؛ حقق TikTok Live 9.2 بليون ساعة مقارنة بـ Twitch بـ 4.6 بليون ساعة؛ هبطت حصة Twitch في السوق لأول مرة إلى أقل من 50%؛ وصلت Esports World Cup إلى 168M ساعة، بزيادة 73% على أساس سنوي؛ حقق Mafiathon لكاي سينات 71% من اشتراكات Subtember؛ سجل نادي برشلونة 3.2M مشاهد مباشر للمباراة.
GameSquare (NASDAQ:GAME) 旗下的 Stream Hatchet 于 2025 年 10 月 23 日发布了 2025 年第三季度的直播趋势报告,报告显示第三季度参与度创纪录。
关键数字:全球直播时长在 2025 年第三季度为 96 亿小时,同比增长 13%;TikTok Live 达到 92 亿小时,对比 Twitch 的 46 亿小时;Twitch 的市场份额首次降至 50% 以下;Esports World Cup 达到 1.68 亿小时,同比增长 73%;Kai Cenat 的 Mafiathon 占 Subtember 订阅的 71%;巴塞罗那球队在一场比赛中的实时观众达到 320 万。
- Global live hours +13% YoY to 9.6B in Q3 2025
- TikTok Live recorded 9.2B hours in Q3 2025
- Esports World Cup hours +73% YoY to 168M
- Twitch market share dropped below 50% for the first time
- Twitch hours at 4.6B, materially below TikTok Live's 9.2B
Insights
Global live streaming grew
The data describes a clear increase in aggregate demand for live streaming, with total hours watched reaching 9.6B in
Key dependencies and risks include platform policy enforcement and measurement integrity, given the mention that Twitch's share drop was "partially due to viewbotting crackdowns." Watch three concrete items: 1) platform hours and market share in the next Stream Hatchet release to confirm persistence of TikTok's lead; 2) Esports World Cup engagement trends after the reported
Global live streaming viewership grew
FRISCO, TX / ACCESS Newswire / October 23, 2025 / Stream Hatchet, the leading provider of data analytics for the live streaming and gaming ecosystem and wholly-owned subsidiary of GameSquare Holdings (NASDAQ:GAME), ("GameSquare", or the "Company"), has released its Q3 2025 Live Streaming Trends Report. The report reveals key insights into the evolution of the global live streaming market across gaming, esports, and entertainment.
Access to the report is available at: https://streamhatchet.com/reports/q3-2025-live-streaming-trends-report/
"Live streaming continues to expand beyond gaming as it becomes a powerful force for the future of live entertainment," said Justin Kenna, CEO of GameSquare. "With TikTok Live surpassing Twitch in total hours watched and events like the Esports World Cup and Kai Cenat's Mafiathon setting new benchmarks for engagement, we're witnessing a massive reallocation of attention. These trends validate our belief that creators and interactive formats are driving the next generation of media."
Key Insights from Stream Hatchet's Q3 2025 Report:
Twitch dropped below
50% market share for the first time ever, partially due to viewbotting crackdowns (but remains the most-viewed platform)TikTok Live data is in, and the mobile platform brought in 9.2B hours watched in Q3 2025 compared to 4.6B for Twitch - a major shift in perception for where audiences find streaming
The Esports World Cup grew stronger, with the Saudi-backed global gaming event reaching 168M hours watched - up
73% from 2024Subathon 2025 reached record levels with Kai Cenat as the big winner: His Mafiathon 3 marathon stream brought in
71% of all Subtember subsLive-streaming is the place for sports: As just one example, FC Barcelona hit 3.2M viewers for their match against Como 1907
For more information on Stream Hatchet and insight into the esports and streaming markets, please visit their website at www.streamhatchet.com.
About GameSquare Holdings, Inc.
GameSquare (NASDAQ:GAME) is a cutting-edge media, entertainment, and technology company transforming how brands and publishers connect with Gen Z, Gen Alpha, and Millennial audiences. With a platform that spans award-winning creative services, advanced analytics, and FaZe Clan Esports, one of the most iconic gaming organizations, we operate one of the largest gaming media networks in North America. As a digital-native business, GameSquare provides brands with unparalleled access to world-class creators and talent, delivering authentic connections across gaming, esports, and youth culture. Complementing our operating strategy, GameSquare has developed an innovative treasury management program designed to generate yield and enhance capital efficiency, reinforcing our commitment to building a dynamic, high-performing media company at the intersection of culture, technology, and next-generation financial innovation.
To learn more, visit www.gamesquare.com.
About Stream Hatchet
Stream Hatchet delivers real-time, actionable insights into the gaming and live-streaming ecosystem across 16 platforms. From performance benchmarking to campaign ROI and influencer intelligence, Stream Hatchet empowers game publishers, brands, agencies, and tournament organizers with the industry's most granular data and reporting tools.
For more information visit www.streamhatchet.com.
Forward-Looking Information
This news release contains "forward-looking information" and "forward-looking statements" (collectively, "forward-looking statements") within the meaning of the applicable securities legislation. All statements, other than statements of historical fact, are forward-looking statements and are based on expectations, estimates and projections as at the date of this news release. Any statement that involves discussions with respect to predictions, expectations, beliefs, plans, projections, objectives, assumptions, future events or performance (often but not always using phrases such as "expects", or "does not expect", "is expected", "anticipates" or "does not anticipate", "plans", "budget", "scheduled", "forecasts", "estimates", "believes" or "intends" or variations of such words and phrases or stating that certain actions, events or results "may" or "could", "would", "might" or "will" be taken to occur or be achieved) are not statements of historical fact and may be forward-looking statements. In this news release, forward-looking statements relate, among other things, to: the Company's future performance, revenue, growth and profitability; and the performance of the live streaming market . These forward-looking statements are provided only to provide information currently available to us and are not intended to serve as and must not be relied on by any investor as, a guarantee, assurance or definitive statement of fact or probability. Forward-looking statements are necessarily based upon a number of estimates and assumptions which include, but are not limited to: the Company's ability to grow their business and being able to execute on their business plans, the Company being able to complete and successfully integrate acquisitions, the Company being able to recognize and capitalize on opportunities and the Company continuing to attract qualified personnel to supports its development requirements. These assumptions, while considered reasonable, are subject to known and unknown risks, uncertainties, and other factors which may cause the actual results and future events to differ materially from those expressed or implied by such forward-looking statements. Such factors include, but are not limited to: the Company's ability to achieve its objectives, the Company successfully executing its growth strategy, the ability of the Company to obtain future financings or complete offerings on acceptable terms, failure to leverage the Company's portfolio across entertainment and media platforms, dependence on the Company's key personnel and general business, economic, competitive, political and social uncertainties. These risk factors are not intended to represent a complete list of the factors that could affect the Company which are discussed in the Company's most recent MD&A. There can be no assurance that forward-looking statements will prove to be accurate, as actual results and future events could differ materially from those anticipated in such statements. Accordingly, readers should not place undue reliance on the forward-looking statements and information contained in this news release. GameSquare assumes no obligation to update the forward-looking statements of beliefs, opinions, projections, or other factors, should they change, except as required by law.
Corporate Contact
Lou Schwartz, President
Phone: (216) 464-6400
Email: ir@gamesquare.com
Investor Relations
Andrew Berger
Phone: (216) 464-6400
Email: ir@gamesquare.com
Media Relations
Chelsey Northern / The Untold
Phone: (254) 855-4028
Email: pr@gamesquare.com
SOURCE: GameSquare Holdings, Inc.
View the original press release on ACCESS Newswire