Esports - D-A-CH

  • D-A-CH
  • In D-A-CH, revenue in the Esports market is projected to reach US$360.8m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.75%, culminating in a projected market volume of US$477.2m by 2029.
  • The largest market within this market is Esports Betting, which is anticipated to have a market volume of US$234.8m in 2024.
  • While most revenue is generated the United States with a projected market volume of US$1,070.0m in 2024, in D-A-CH is also expected to contribute significantly.
  • In the Esports market, the number of users in D-A-CH is projected to reach 25.1m users by 2029.
  • User penetration in this region will be 19.9% in 2024 and is expected to rise to 24.8% by 2029.
  • Furthermore, the average revenue per user (ARPU) in D-A-CH is anticipated to amount to US$17.98.
  • In Germany, the Esports market is witnessing a surge in investment and sponsorships, reflecting the country's growing acceptance and integration of competitive gaming.

Key regions: China, United States, Asia, Germany, France

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The eSports market in D-A-CH is experiencing slow growth due to factors such as limited sponsorships, lack of merchandise and ticket sales, and strict regulations on betting. However, growing media rights and streaming opportunities are expected to drive market growth in the future, as digital technologies become more dominant in the region. Additionally, increasing interest and awareness of eSports among consumers in D-A-CH may also contribute to the market's growth.

Customer preferences:
The eSports market has seen a significant rise in consumer demand for virtual reality and augmented reality technologies, as well as an increasing interest in interactive and immersive gaming experiences. This trend is driven by the desire for more engaging and realistic gameplay, as well as the growing popularity of eSports tournaments and events. Additionally, the rise of online streaming platforms has allowed for easier access to competitive gaming content, further fueling the growth of the eSports market.

Trends in the market:
In D-A-CH, the eSports market is experiencing a surge in popularity, with a growing number of players, teams, and leagues. This trend is being driven by the increasing accessibility of gaming platforms, the rise of competitive gaming events, and the growing presence of eSports in mainstream media. As a result, there has been a significant increase in sponsorship and investment opportunities, with major companies and brands recognizing the potential of this market. This trend is expected to continue, with more players and viewers joining the eSports community, and more companies investing in the industry to reach this lucrative audience. Furthermore, this trend is also leading to the development of new technologies and services, such as streaming platforms and eSports-specific marketing strategies, further solidifying the significance of the eSports market in the D-A-CH region.

Local special circumstances:
In D-A-CH, the eSports market is heavily influenced by the region's strong gaming culture and high internet penetration. Germany, in particular, has a strong presence in the industry with top eSports teams and a large fanbase. In Austria, the market is driven by the country's focus on education and technology, leading to a strong pool of skilled players. Switzerland, on the other hand, has a smaller market but a high level of consumer spending, creating opportunities for luxury eSports events and partnerships with high-end brands.

Underlying macroeconomic factors:
The eSports market in D-A-CH is significantly impacted by macroeconomic factors such as the overall economic health of the region, government policies and regulations, and the level of investment in the gaming industry. With the growing popularity of eSports globally, countries with strong economic growth and favorable regulatory environments are witnessing a surge in market demand. Furthermore, the increasing adoption of digital and mobile technologies, coupled with rising disposable incomes, is fueling the growth of the eSports market in D-A-CH. The region's stable economy and high levels of infrastructure development also contribute to the market's strong performance. Additionally, the growing interest and support from investors, both domestic and international, are expected to further accelerate the growth of the eSports market in D-A-CH.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. 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

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)