Sponsorship & Advertising - Europe

  • Europe
  • In Europe, revenue in the Sponsorship & Advertising market market is projected to reach US$286.5m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.27%, leading to a projected market volume of US$406.9m by 2029.
  • Although most revenue is generated China, in Europe is anticipated to have a projected market volume of US$288.9m in 2024.
  • The average revenue per user (ARPU) in Europe is expected to amount to 0.00.
  • As the eSports scene in Germany continues to flourish, brands are increasingly aligning their sponsorship strategies to engage the country's youthful gaming demographic.

Key regions: South Korea, United Kingdom, India, Europe, United States

 
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Analyst Opinion

The eSports market in Europe is experiencing subdued growth due to various factors, including the impact of COVID-19, limited sponsorship and advertising opportunities, and the slow adoption of digital technologies by traditional sports organizations. However, the market is expected to grow as the popularity of eSports continues to rise and brands see the potential for lucrative partnerships.

Customer preferences:
The growing popularity of eSports has led to an increase in demand for sponsorships and advertising opportunities among brands looking to reach the highly engaged fan base. As the market continues to mature, there has been a noticeable shift towards more targeted and authentic partnerships, with a focus on reaching niche audiences and integrating with the gaming community. This trend is driven by the recognition of the unique cultural nuances and preferences within the eSports market, as well as the evolving lifestyle factors of the predominantly young and tech-savvy demographic.

Trends in the market:
In Europe, the eSports market is experiencing a surge in sponsorship and advertising, with brands increasingly recognizing the potential for reaching a highly engaged and tech-savvy audience. This trend is expected to continue as eSports continues to gain mainstream recognition and attract major investments from traditional sports organizations. Industry stakeholders are also seeing an influx of non-endemic sponsors, such as luxury brands and financial institutions, further legitimizing the market and increasing its revenue potential. This shift towards more diverse and high-profile sponsorships has the potential to significantly impact the growth and sustainability of the eSports market in Europe.

Local special circumstances:
In Europe, the Sponsorship & Advertising Market within the eSports Market is heavily influenced by the region's strong presence in traditional sports, as well as its tech-savvy population. Additionally, the diverse cultures and languages in Europe present a challenge for advertisers, who must tailor their campaigns to specific countries. Furthermore, regulations around advertising and sports gambling vary greatly between European countries, making it crucial for sponsors to navigate these differences in order to effectively reach their target audience.

Underlying macroeconomic factors:
The Sponsorship & Advertising Market within the eSports Market in Europe is heavily impacted by macroeconomic factors such as economic stability, consumer spending, and government policies. Countries with strong economies and a high level of consumer spending tend to attract more sponsorships and advertising investments in the eSports market. Additionally, favorable government policies and regulations that support the growth of the eSports industry also contribute to the market's performance. Furthermore, the increasing popularity of eSports globally and the rise of digital media consumption are driving the demand for sponsorship and advertising opportunities in the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Sponsorship & Advertising market, which comprises revenues of teams and organizers via sponsorship deals. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Ad Spending
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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