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Esports - Dominican Republic

Dominican Republic
  • In the Dominican Republic, revenue in the Esports market is projected to reach US$2.1m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.32%, resulting in a projected market volume of US$3.0m by 2029.
  • The largest market within Esports market in the Dominican Republic is Publisher Fees, which has a market volume of US$1.0m in 2024.
  • While most revenue is generated the United States, in the Dominican Republic is also witnessing growth in its Esports market.
  • In the Esports market, the number of users in the Dominican Republic is expected to amount to 831.4k users by 2029.
  • User penetration will be 5.7% in 2024 and is expected to hit 7.0% by 2029.
  • The average revenue per user (ARPU) in the Dominican Republic is expected to amount to US$3.20.
  • The Dominican Republic's esports market is rapidly evolving, driven by increasing local tournament participation and a growing interest in competitive gaming among youth.

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

Study Details

    Revenue

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

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports market in the Dominican Republic has been seeing slow growth due to factors such as limited sponsorships and advertising, lack of merchandise and ticket sales, and restricted streaming and media rights. Additionally, strict regulations on publisher fees and the prohibition of eSports betting have also contributed to the minimal growth rate. However, with the increasing popularity of eSports globally and the potential for growth in the local market, there is potential for the industry to experience significant growth in the future.

    Customer preferences:
    With the growing popularity of eSports in Dominican Republic, there has been a noticeable increase in demand for online gaming platforms and tournaments. This trend is fueled by the rise in the use of smartphones and the internet, making it easier for gamers to connect and compete with others. Additionally, the younger generation in the country is becoming more tech-savvy and showing a preference for virtual entertainment, leading to a shift towards digital gaming experiences. This shift is also driven by the need for social interaction and community building, especially during the ongoing pandemic.

    Trends in the market:
    In Dominican Republic, the eSports market is experiencing a surge in popularity, with an increasing number of players, teams, and tournaments emerging. This trend is expected to continue as the country's government has recognized eSports as an official sport and has invested in the development of infrastructure and training programs. This presents significant opportunities for industry stakeholders, such as game developers, sponsors, and event organizers, to tap into this growing market. Additionally, the rise of eSports in the country could also have a positive impact on the overall gaming industry, as it attracts more players and drives innovation in the market. However, with this growth comes the challenge of maintaining a sustainable and professional ecosystem, which will require the collaboration of all stakeholders to ensure the long-term success of the eSports market in Dominican Republic.

    Local special circumstances:
    In the Dominican Republic, the eSports market is growing due to the country's strong interest in gaming and its access to high-speed internet. With a young and tech-savvy population, the Dominican Republic has a high potential for eSports growth and has already seen the rise of local tournaments and teams. However, the country's limited infrastructure and lack of government support pose challenges for the market. Despite this, the Dominican Republic's unique blend of Caribbean and Latin American culture creates a vibrant and passionate gaming community, making it an exciting market to watch.

    Underlying macroeconomic factors:
    The eSports market in the Dominican Republic is impacted by macroeconomic factors such as the country's economic growth, government policies, and global economic trends. The economic health of the country and its fiscal policies play a crucial role in shaping the market's performance. A stable economy with favorable policies can attract investments and promote growth in the eSports industry. Additionally, global economic trends, such as the rise of digital technologies and the increasing popularity of online gaming, can also impact the market in the Dominican Republic. As the country continues to develop and modernize, the eSports market is expected to experience growth and expansion.

    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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    Key Market Indicators

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

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