Esports - EAEU

  • EAEU
  • Revenue in the Esports market within the EAEU is projected to reach US$43.7m in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 5.85%, resulting in a projected market volume of US$58.0m by 2029.
  • The largest market of the market in EAEU is Sponsorship & Advertising, with a market volume of US$32.6m in 2024.
  • Most revenue in the Esports market is generated the United States, with a projected market volume of US$1,070.0m in 2024.
  • In the Esports market within the EAEU, the number of users is expected to amount to 15.7m users by 2029.
  • User penetration in the region will be 8.9% in 2024 and is expected to hit 11.1% by 2029.
  • The average revenue per user (ARPU) in the EAEU is expected to amount to US$3.42.
  • In the EAEU, the esports market is witnessing a surge in popularity, driven by increased youth engagement and growing investment in local tournaments.

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

 
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Analyst Opinion

The eSports market in EAEU is experiencing steady growth, driven by factors such as increasing popularity of online gaming, rising interest in professional gaming, and the convenience of digital platforms. However, the market growth rate is subdued due to regulations on gambling and lack of infrastructure in some countries. Despite this, the market is expected to continue growing as sub-markets like streaming and merchandise gain traction.

Customer preferences:
As eSports continues to gain popularity in the EAEU region, consumer preferences are shifting towards immersive and interactive gaming experiences. This trend is driven by the younger demographic, who prioritize virtual social connections and collaboration in online gaming communities. Additionally, the rise of mobile gaming and the incorporation of virtual reality technology in eSports events are further enhancing the appeal of this market segment.

Trends in the market:
In the EAEU region, the eSports market is experiencing a surge in online tournaments and events, with a growing number of players and viewers participating. This trend is significant as it highlights the increasing popularity of eSports in the region. It also presents opportunities for industry stakeholders to tap into the rising demand for online gaming and capitalize on the potential for revenue growth. Additionally, the rise of eSports in the EAEU could have implications for traditional sports industries, as more young people turn to online gaming for entertainment.

Local special circumstances:
In the EAEU region, the eSports market is heavily influenced by the unique cultural and geographical factors of each member country. In Russia, for example, the market is driven by the country's strong gaming culture and high internet penetration rates. Kazakhstan, on the other hand, has a growing market due to the government's support for eSports and the country's increasing number of professional players. In Armenia, the market is shaped by the country's small population and limited infrastructure, leading to a focus on online tournaments and virtual events. Overall, these local factors play a significant role in shaping the dynamics of the eSports market in the EAEU.

Underlying macroeconomic factors:
The eSports market in the EAEU is heavily influenced by macroeconomic factors such as economic stability, government support, and technological advancements. Countries with strong economies and favorable government policies towards eSports are experiencing significant growth in the market compared to regions with economic challenges and limited support for the industry. Additionally, the increasing popularity of eSports among the younger generation and the rise of online gaming platforms are driving the demand for eSports events and tournaments, leading to further market growth.

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
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