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Esports - Finland

Finland
  • In Finland, revenue in the Esports market is projected to reach US$20.1m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 6.49%, resulting in a projected market volume of US$27.5m by 2029.
  • The largest market in the Esports market sector is Esports Betting, which is anticipated to have a market volume of US$13.5m in 2024.
  • While most revenue is generated the United States with a projected market volume of US$1.1bn in 2024, in Finland is also witnessing growth in this area.
  • In the Esports market, the number of users in Finland is expected to amount to 2.0m users by 2029.
  • User penetration in Finland will be 31.3% in 2024 and is expected to hit 36.4% by 2029.
  • The average revenue per user (ARPU) in Finland is expected to amount to US$11.55.
  • Finland's vibrant gaming culture is increasingly transforming into a competitive esports landscape, attracting both local talent and international investments.

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 Finland is experiencing subdued growth, influenced by factors such as the increasing popularity of digital technologies, rising awareness of eSports among consumers, and the convenience of online services. The market's growth is impacted by various sub-markets, including Sponsorship & Advertising, Merchandise & Ticketing, Streaming, Media Rights, Publisher Fees, and Esports Betting. These factors contribute to the market's overall growth rate, shaping its current state and potential for future expansion.

    Customer preferences:
    The popularity of eSports has grown exponentially in Finland, driven by a shift towards virtual forms of entertainment and social interaction. With the rise of digital platforms and the increasing availability of high-speed internet, there has been a significant increase in the number of individuals participating in eSports tournaments and events. This trend is also fueled by the growing demand for virtual socialization and the desire for competitive gaming experiences. As a result, there has been a surge in the development of eSports teams, leagues, and professional players in Finland. This emerging trend highlights the cultural significance of eSports as a form of leisure and entertainment, particularly among younger generations.

    Trends in the market:
    In Finland, the eSports market is experiencing a surge in mobile gaming, with more and more players turning to their smartphones for competitive gaming. This trend is driven by the increasing popularity of mobile devices and the accessibility they offer to players. Additionally, there is a growing interest in virtual reality and augmented reality gaming, which provides a more immersive gaming experience. These trends signify a shift towards a more diverse and inclusive eSports market, as mobile gaming allows for a wider audience to participate. This could have significant implications for industry stakeholders, as it opens up new opportunities for revenue and growth. It also highlights the need for the development of mobile-friendly eSports platforms and games.

    Local special circumstances:
    In Finland, the eSports market is thriving due to the country's strong gaming culture and high internet penetration. The Finns are known for their love for gaming, with eSports tournaments regularly attracting large audiences. Additionally, the country's advanced technological infrastructure and government support for eSports have created a favorable environment for the growth of the market. Furthermore, Finland's geographical location, with its close proximity to other Nordic countries, allows for easy cross-border collaboration and participation in international tournaments. This has led to the emergence of top-tier eSports teams and players from Finland, further boosting the market.

    Underlying macroeconomic factors:
    The growth of the eSports market in Finland is largely affected by macroeconomic factors such as the country's overall economic health, government policies, and global economic trends. Favorable economic conditions, such as a stable GDP and low unemployment rates, can lead to increased consumer spending, which in turn can drive the growth of the eSports market. Moreover, government initiatives, such as tax incentives and investment in digital infrastructure, can also contribute to the development of the eSports industry in Finland. On a global level, the increasing popularity of eSports and the rise of digital media are expected to have a positive impact on the market's growth in Finland.

    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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