Esports - Lithuania

  • Lithuania
  • The Esports market in Lithuania is expected to witness significant growth in the coming years.
  • According to projections, the revenue in this market is estimated to reach US$7.8m by 2024.
  • Furthermore, it is anticipated that the market will experience an annual growth rate of 3.62% between 2024 and 2029, resulting in a projected market volume of US$9.3m by the end of this period.
  • Esports Betting emerges as the largest segment within the market, with a market volume of US$4.7m in 2024.
  • Moreover, United States is expected to generate the highest revenue, with a projected market volume of US$1,070.0m in the same year.
  • In terms of user base, the Esports market is projected to have approximately 859.3k users users by 2029.
  • The user penetration rate, which represents the percentage of the population engaged in Esports market, is expected to increase from 24.8% in 2024 to 33.3% by 2029.
  • Lastly, the average revenue per user (ARPU) is estimated to amount to US$11.61.
  • This figure represents the average amount of revenue generated by each user in the Esports market.
  • Lithuania's growing Esports market is fueled by a highly skilled and passionate gaming community, attracting international tournaments and investments.

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

 
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Analyst Opinion

The eSports market in Lithuania is experiencing minimal growth, influenced by factors such as increasing investment in sponsorship and advertising, the popularity of merchandise and ticketing, and the growth of streaming and media rights. However, the market is hindered by challenges such as limited publisher fees and strict regulations on eSports betting.

Customer preferences:
The rising popularity of eSports in Lithuania has led to a shift in consumer preferences towards online gaming and virtual competitions. This trend is driven by the increasing availability of high-speed internet and the growing interest in competitive gaming among the younger demographic. Additionally, the rise of social media and online streaming platforms has created new opportunities for eSports players and teams to gain recognition and sponsorship deals, further fueling the growth of the market.

Trends in the market:
In Lithuania, the eSports market has been growing rapidly in recent years, with a significant increase in the number of players, teams, and tournaments. This trend is expected to continue as the country's government has recognized eSports as an official sport and is investing in infrastructure and training facilities. Moreover, there has been a surge in interest and investment from traditional sports organizations, further driving the growth of the industry. This trend is significant for stakeholders as it opens up new opportunities for partnerships, sponsorships, and revenue streams. It also highlights the potential for Lithuania to become a hub for eSports in the region, attracting international events and boosting the country's economy. However, there could be potential challenges, such as the need for regulations and guidelines to ensure fair competition and protect the rights of players. Overall, the trajectory of the eSports market in Lithuania is promising, and stakeholders should continue to monitor and adapt to this evolving landscape.

Local special circumstances:
In Lithuania, the eSports market is growing rapidly, driven by the country's high internet penetration and tech-savvy population. The government has also recognized the potential of the industry and has implemented favorable policies, such as tax breaks for eSports organizations. Additionally, the country's strong gaming culture and support for local teams have created a vibrant and competitive eSports scene. This unique combination of factors has contributed to the market's success and sets it apart from other countries in the region.

Underlying macroeconomic factors:
The eSports market in Lithuania is largely influenced by macroeconomic factors, including the country's economic health and fiscal policies. With a growing global interest in eSports, Lithuania's strong economic growth and stable fiscal policies have created a favorable environment for market development. Additionally, the country's investment in technological advancements and infrastructure has contributed to the growth of the eSports industry. However, fluctuations in national economic health and regulatory challenges could potentially impact the market's performance. Furthermore, the increasing popularity of eSports among the younger generation and the rise of live streaming platforms have also contributed to the growth of the market in Lithuania.

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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