Esports - Germany

  • Germany
  • In Germany, revenue in the Esports market is projected to reach US$299.5m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.52%, leading to a projected market volume of US$391.8m by 2029.
  • The largest market within this market in Germany is Sponsorship & Advertising, which is anticipated to achieve a market volume of US$76.9m in 2024.
  • While most revenue in the global Esports market is generated the United States, in Germany is part of this growing industry.
  • Within the Esports market in Germany, the number of users is expected to reach 20.2m users by 2029.
  • User penetration in Germany will be 19.5% in 2024 and is projected to increase to 24.4% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Germany is expected to amount to US$18.44.
  • Germany's esports market is rapidly evolving, driven by increasing youth engagement and a burgeoning landscape of professional leagues and tournaments.

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

 
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Analyst Opinion

The eSports market in Germany is experiencing moderate growth, driven by factors such as increasing consumer interest, advancements in technology, and the convenience of online platforms. However, the market's growth rate is being impacted by challenges such as regulatory restrictions and limited infrastructure.

Customer preferences:
The eSports market in Germany has seen a significant increase in consumer interest and participation in recent years. This can be attributed to the growing popularity of online gaming, especially among younger demographics. As a result, there has been a shift towards digital entertainment and leisure activities, with individuals seeking virtual alternatives to traditional sports and recreational activities. This trend is also driven by the convenience and accessibility of online gaming platforms, as well as the growing acceptance and recognition of eSports as a legitimate form of competition and entertainment.

Trends in the market:
In Germany, the eSports market is experiencing a surge in mobile gaming, with a growing number of players using smartphones and tablets for competitive gaming. This trend is expected to continue as advancements in mobile technology make it easier for players to compete on-the-go. Additionally, there is a rise in the popularity of virtual reality gaming, providing players with an immersive and interactive experience. These trends are significant as they cater to the growing demand for convenient and innovative gaming options. Industry stakeholders should take note of these trends and consider investing in mobile and virtual reality gaming platforms to stay competitive in the market.

Local special circumstances:
In Germany, the eSports market is thriving due to the country's strong gaming culture and support from influential organizations such as the German Olympic Sports Confederation. The government's recognition of eSports as a legitimate sport has also fueled its growth. Additionally, Germany's central location in Europe makes it a hub for international eSports events, attracting both players and spectators. Moreover, the country's advanced technology and high internet penetration rate have created a favorable environment for the development of eSports infrastructure and online gaming platforms.

Underlying macroeconomic factors:
The eSports market in Germany is heavily impacted by macroeconomic factors such as the country's strong economic health, government support, and investments in technology and infrastructure. With a thriving economy and a favorable regulatory environment, Germany is experiencing significant growth in its eSports market, attracting both domestic and international investments. Moreover, the growing popularity of eSports among the country's youth and the increasing trend towards digitalization are also driving the demand for eSports in Germany.

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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