Esports - Israel

  • Israel
  • In Israel, revenue in the Esports market is projected to reach US$7.9m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.88%, leading to a projected market volume of US$12.1m by 2029.
  • The dominant market within this market is Sponsorship & Advertising, which is anticipated to have a market volume of US$4.0m in 2024.
  • While the United States is forecasted to generate most revenue with a projected market volume of US$1,070.0m in 2024, in Israel is also poised to contribute significantly to the Esports market landscape.
  • By 2029, the number of users in the Esports market in Israel is expected to reach 3.3m users.
  • User penetration in the country will be 28.4% in 2024, with an increase expected to 33.0% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Israel is projected to amount to US$2.98.
  • Israel's burgeoning esports scene is increasingly attracting investment, fueled by a young, tech-savvy population eager for competitive gaming experiences.

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

 
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Analyst Opinion

The eSports market in Israel is seeing slow growth due to factors such as limited sponsorships, a small audience, and strict regulations on betting. However, the convenience of online streaming and the increasing popularity of competitive gaming among younger audiences are potential drivers for future growth. The market is expected to see minimal growth in the near future.

Customer preferences:
As the popularity of eSports continues to rise in Israel, there has been a noticeable increase in demand for virtual tournaments and events. This can be attributed to the country's strong tech-savvy culture and the rising trend of online gaming among the younger demographic. Furthermore, the convenience and accessibility of virtual gaming have become more appealing to consumers, especially during the ongoing COVID-19 pandemic. This has led to a shift towards digital platforms and virtual experiences, creating a new market for eSports in Israel.

Trends in the market:
In Israel, the eSports market is experiencing a surge in online tournaments and events, with a growing number of players and teams competing for prize money. This trend is expected to continue, as more tech-savvy and gaming-focused generations enter the market. This has significant implications for industry stakeholders, as it opens up opportunities for partnerships, sponsorships, and investments. Additionally, the rise of eSports in Israel could also lead to the development of new technologies and platforms tailored specifically for the market, further driving its growth.

Local special circumstances:
In Israel, the eSports market is heavily influenced by the country's strong tech industry and its young, tech-savvy population. The country's advanced telecommunications infrastructure and high internet penetration rates have created an ideal environment for the growth of eSports. Additionally, Israel's strong emphasis on education and innovation has led to the development of top talent in the gaming industry. This, combined with the country's thriving start-up culture, has led to the emergence of successful eSports companies and events. Furthermore, Israel's close proximity to Europe and the Middle East makes it a strategic location for hosting international eSports tournaments, further driving the market's growth.

Underlying macroeconomic factors:
The eSports market in Israel is also affected by macroeconomic factors such as global economic trends, national economic health, and fiscal policies. As a small but highly developed country, Israel has a strong and stable economy, with a focus on innovation and technology. This provides a favorable environment for the growth of the eSports market, as it attracts investment and supports the development of new technologies. Additionally, Israel's young and tech-savvy population is a key driver of the eSports market, as they are early adopters of new technologies and avid consumers of eSports content. However, challenges such as political instability and high cost of living may hinder the growth of the market in Israel.

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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