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Esports - Denmark

Denmark
  • In Denmark, revenue in the Esports market is projected to reach US$34.4m in 2025.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2025-2029) of 5.70%, leading to a projected market volume of US$42.9m by 2029.
  • The largest market within this sector in Denmark is Esports Betting, anticipated to have a market volume of US$22.4m in 2025.
  • While most revenue is generated the United States, in Denmark is still part of the growing landscape with a notable presence.
  • In the Esports market in Denmark, the number of users is expected to reach 2.1m users by 2029.
  • User penetration in Denmark will be 30.8% in 2025 and is projected to rise to 34.3% by 2029.
  • The average revenue per user (ARPU) in Denmark is expected to amount to US$18.69.
  • Denmark's esports landscape is rapidly evolving, characterized by increasing support from local sponsors and a growing community of dedicated gamers and fans.

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.
In-Scope
  • Professional and semi-professional gaming competitions, such as Semi-Pro League
  • Tournaments and leagues, such as Dota 2 The International
  • Sponsorship deals and advertising, such as FaZe and Steelseries
  • Merchandise and ticketing for Esport tournaments
  • Streaming of tournaments, such as streaming on Twitch
Out-Of-Scope
  • Amateur competitions, such as Amateur Esports League
  • Streaming revenues of non-organized competitive gaming, such as casual gaming on Twitch
  • Digital and physical sales from video games, such as sales of Call of Duty
  • Digital tools associated with revenues from Esports, such as Teamspeak or Discord
Esports: market data & analysis - Cover

Market Insights report

Esports: market data & analysis
CONTENTBOX_CAPTION_STUDY_DETAILS

    Revenue

    Created with Highcharts 11.4.8ValuesTotalEsports BettingMedia RightsMerchandise & TicketingPublisher FeesSponsorship & AdvertisingStreaming201720182019202020212022202320242025202620272028202920406080100120140

    NOTES: Data was converted from local currencies using average exchange rates of the respective year.

    MOST_RECENT_UPDATE: Aug 2024

    SOURCE: Statista Market Insights

    Created with Highcharts 11.4.8ValuesAverageEsports BettingMedia RightsMerchandise & TicketingPublisher FeesSponsorship & AdvertisingStreaming201720182019202020212022202320242025202620272028202950100150200250300350400450500

    MOST_RECENT_UPDATE: Aug 2024

    SOURCE: Statista Market Insights

    Analyst Opinion

    The eSports market in Denmark has been experiencing subdued growth, influenced by factors such as sponsorship and advertising, merchandise and ticketing, streaming, media rights, publisher fees, and eSports betting. With the increasing adoption of digital technologies and rising interest among consumers, online tournaments and events have become more convenient. However, challenges such as limited audience reach and regulatory restrictions may be impacting the market growth rate.

    Customer preferences:
    The eSports market in Denmark has been witnessing a growing interest from consumers, particularly among the youth population. This is attributed to the increasing availability of high-speed internet and the rise of streaming platforms such as Twitch and YouTube Gaming. Additionally, there has been a shift towards mobile gaming, with more consumers opting for gaming on their smartphones and tablets. This trend is fueled by the convenience and portability of mobile devices, along with the availability of a wide range of mobile games.

    Trends in the market:
    In Denmark, the eSports market is experiencing a surge in popularity, with a significant increase in the number of tournaments and events being held. This trend is likely to continue, with the country's strong infrastructure and support for technology and innovation. Furthermore, there is a growing trend of eSports being recognized as a legitimate sport, with government funding and partnerships with traditional sports organizations. This trend not only elevates the status of eSports but also opens up new opportunities for sponsorship and revenue streams. With the rise of mobile gaming and virtual reality, the eSports market in Denmark is poised for rapid growth, presenting potential opportunities for stakeholders to tap into this lucrative market.

    Local special circumstances:
    In Denmark, the eSports market is thriving due to the country's strong gaming culture and high internet penetration rate. With a long history of producing successful game developers and a supportive government, Denmark has become a hub for eSports tournaments and events. The country's small size and close-knit community also contribute to the popularity of eSports, with local players and teams gaining recognition on a global scale. Additionally, the country's progressive stance on digital media and technology has allowed for the seamless integration of eSports into mainstream entertainment, further fueling its growth in the market.

    Underlying macroeconomic factors:
    The growth of the eSports market in Denmark is heavily influenced by macroeconomic factors such as the country's stable economy and supportive government policies towards the gaming industry. As a technologically advanced nation with a strong investment in digital infrastructure, Denmark provides a favorable environment for the development of eSports. Furthermore, the increasing popularity of eSports among younger generations and the growing digitalization of entertainment are fueling the demand for eSports in the country, driving market growth. Additionally, the rise of streaming platforms and the integration of eSports into traditional sports events are boosting the overall growth of the market.

    Reach

    MOST_RECENT_UPDATE: Aug 2024

    SOURCE: Statista Market Insights

    Global Comparison

    MOST_RECENT_UPDATE: Aug 2024

    SOURCE: Statista Market Insights

    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.

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    Esports: market data & analysis - BackgroundEsports: market data & analysis - Cover

    Key Market Indicators

    NOTES: Based on data from IMF, World Bank, UN and Eurostat

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    OUTLOOK_EXPLORE_RELATED_TOPICS

    eSports market - statistics & facts

    The rapidly growing phenomenon surrounding eSports continues to gather steam. The intersection of gaming and sports offers an innovative wave of branding opportunities, engaging content and activations for millions across the world. It therefore comes as no surprise that the size of the global eSports market is expected to increase more than fivefold between 2023 and 2032, reaching a value of over 10 billion U.S. dollars within the next ten years.
    OUTLOOK_MORE_DATA_ON_TOPIC

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