The revenue change in the esports market in Indonesia was forecast to decrease between 2024 and 2029 by in total 9.3 percentage points. This overall decrease does not happen continuously, notably not in 2027. The revenue change is estimated to amount to 4.24 percent in 2029.
Data provided by Statista Market Insights are estimates.
Definition:
Esports, short for electronic sports, refers to competitive video gaming where professional players or teams compete in various multiplayer video games. These competitions are often organized into leagues, tournaments, and events, attracting both online and offline audiences. Esports has grown into a global industry, with players, sponsors, and spectators contributing to its popularity and economic significance.
Structure:
The Esports market can be divided into 6 different parts. First, Sponsorship & Advertising, which refers to revenues made from sponsorship deals and advertising for events and tournaments. Merchandise & Ticketing refers to the revenues generated mainly from tournament tickets and the merchandise that comes with it. Additionally, Streaming, Media Rights and Publisher Fees, which all refers to the revenue that is associated with broadcasting Esports events accross various channels. Lastly, Esports Betting includes the betting on outcomes of Esport events.
Additional information:
The market comprises revenues, ad spendings, users, average revenue per user, and penetration rates. Revenues are generated through advertising spending and consumer spending. Sales channel data shows both online and offline revenues. Information on Esports betting can also be found in the Digital Market Insights. All monetary figures refer to the annual gross revenue. Key players of the market include companies or teams such as FaZe, Cloud9 or TSM. For more information on the data displayed, use the info button right next to the boxes.
Profit from the additional features of your individual account
Currently, you are using a shared account. To use individual functions (e.g., mark statistics as favourites, set
statistic alerts) please log in with your personal account.
If you are an admin, please authenticate by logging in again.
Learn more about how Statista can support your business.
Statista. (September 4, 2024). Revenue growth of esports in Indonesia 2020-2029 [Graph]. In Statista. Retrieved November 05, 2024, from https://www.statista.com/forecasts/1372031/indonesia-esports-revenue-growth
Statista. "Revenue growth of esports in Indonesia 2020-2029." Chart. September 4, 2024. Statista. Accessed November 05, 2024. https://www.statista.com/forecasts/1372031/indonesia-esports-revenue-growth
Statista. (2024). Revenue growth of esports in Indonesia 2020-2029. Statista. Statista Inc.. Accessed: November 05, 2024. https://www.statista.com/forecasts/1372031/indonesia-esports-revenue-growth
Statista. "Revenue Growth of Esports in Indonesia 2020-2029." Statista, Statista Inc., 4 Sep 2024, https://www.statista.com/forecasts/1372031/indonesia-esports-revenue-growth
Statista, Revenue growth of esports in Indonesia 2020-2029 Statista, https://www.statista.com/forecasts/1372031/indonesia-esports-revenue-growth (last visited November 05, 2024)
Revenue growth of esports in Indonesia 2020-2029 [Graph], Statista, September 4, 2024. [Online]. Available: https://www.statista.com/forecasts/1372031/indonesia-esports-revenue-growth