Esports - New Zealand

  • New Zealand
  • In New Zealand, revenue in the Esports market is projected to reach US$16.1m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.78%, resulting in a projected market volume of US$21.3m by 2029.
  • The largest market within the Esports market in New Zealand is Esports Betting, which is anticipated to have a market volume of US$11.2m in 2024.
  • Most of the revenue is generated the United States, with a projected market volume of US$1,070.0m in 2024.
  • In the Esports market in New Zealand, the number of users is expected to amount to 1,148.0k users by 2029.
  • User penetration in New Zealand will be 18.6% in 2024 and is expected to hit 21.0% by 2029.
  • The average revenue per user (ARPU) in the New Zealand Esports market is expected to amount to US$16.34.
  • New Zealand's esports market is experiencing a surge in grassroots tournaments, fostering local talent and enhancing community engagement in competitive gaming.

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

 
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Analyst Opinion

The eSports market in New Zealand is currently experiencing subdued growth, influenced by factors such as limited sponsorships and advertising, low merchandise and ticketing sales, and restrictive media rights agreements. However, the rising popularity of streaming and online platforms, along with the potential for growth in publisher fees and eSports betting, could drive significant expansion in the future.

Customer preferences:
With the growing popularity of eSports in New Zealand, there has been a noticeable shift towards online gaming communities and virtual tournaments. This trend is driven by the increasing demand for convenient and accessible forms of entertainment among the younger demographic. Additionally, the rise of social media and streaming platforms has further fueled the growth of the eSports market, providing a platform for players to showcase their skills and build a fan base. This shift towards virtual engagement is also influenced by the evolving lifestyle preferences of the tech-savvy generation.

Trends in the market:
In New Zealand, there has been a significant increase in the popularity of eSports, with a growing number of players, teams, and events in recent years. This trend can be attributed to the rise of online streaming platforms, such as Twitch, which has made it easier for eSports enthusiasts to follow and participate in tournaments. Additionally, the country has seen a surge in the development of eSports infrastructure, with dedicated arenas and training facilities being established. This trajectory is significant for industry stakeholders, as it presents opportunities for revenue growth and brand exposure through sponsorships and partnerships. However, it also poses challenges in terms of regulation and ensuring fair competition. As the eSports market continues to evolve, it is crucial for stakeholders to stay updated and adapt to these changes to remain competitive.

Local special circumstances:
In New Zealand, the eSports market is seeing significant growth due to the country's strong tech-savvy culture and high internet penetration. The country's small geographical size also allows for easy access to online gaming tournaments and events. Additionally, the government's support for innovation and technology has led to the development of local eSports leagues and tournaments, attracting both local and international players. With a growing interest in eSports among young New Zealanders, the market is expected to continue expanding in the coming years.

Underlying macroeconomic factors:
The eSports market in New Zealand is significantly influenced by macroeconomic factors such as global economic trends, the country's economic health, fiscal policies, and other relevant financial indicators. The global growth of the eSports market is driven by the increasing popularity of gaming and the rise of digital media platforms. In New Zealand, the government's support for the development of the technology sector and the increasing investment in digital infrastructure has created a favorable environment for the growth of the eSports market. However, the market is also impacted by challenges such as limited funding and regulatory constraints, which can hinder the growth of the market. Additionally, the growing interest in eSports among the younger generations and the increasing availability of high-speed internet access are also contributing to the growth of the market in New Zealand.

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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