Esports - Peru

  • Peru
  • In Peru, revenue in the Esports market is projected to reach US$12.1m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.56%, leading to a projected market volume of US$16.6m by 2029.
  • The largest market within the Esports market sector is Esports Betting, which is anticipated to have a market volume of US$8.1m in 2024.
  • Most revenue is generated the United States, with a projected market volume of US$1,070.0m in 2024.
  • In the Esports market, the number of users in Peru is expected to amount to 3,444.0k users by 2029.
  • User penetration in this market will be 7.8% in 2024 and is expected to reach 9.5% by 2029.
  • The average revenue per user (ARPU) is anticipated to be US$4.46.
  • In Peru, the burgeoning esports scene is increasingly attracting local talent and fostering community engagement, reflecting a growing cultural embrace of competitive gaming.

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

 
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Analyst Opinion

The eSports market in Peru has been steadily growing, driven by factors such as increasing sponsorship and advertising opportunities, the popularity of merchandise and ticket sales, and the rise of streaming and media rights. However, the market's growth rate is currently subdued due to factors such as limited access to high-speed internet and the relatively small size of the Peruvian market compared to other countries.

Customer preferences:
The eSports market in Peru has seen a significant increase in popularity among younger generations, with an emphasis on mobile gaming and online tournaments. This shift towards digital platforms and virtual events is influenced by the country's growing tech-savvy population and increasing access to high-speed internet. Additionally, the rise of social media and online streaming has also played a significant role in the growth of eSports in Peru, as it allows for wider audience reach and engagement.

Trends in the market:
In Peru, the eSports market is rapidly growing, with a significant increase in the number of players, teams, and tournaments. This trend is expected to continue as the country's gaming infrastructure and internet connectivity improve. As a result, there is a growing demand for professional eSports players and coaches, and the creation of eSports academies and training programs. This trend is significant as it not only provides opportunities for players and industry professionals but also boosts the overall economy. Additionally, it highlights the potential for Peru to become a major player in the global eSports market, attracting investments and partnerships from international organizations. However, this growth also brings challenges, such as the need for proper regulations and infrastructure to support the industry's expansion. As the eSports market in Peru continues to evolve, industry stakeholders must adapt and innovate to stay ahead of the competition.

Local special circumstances:
In Peru, the eSports market is growing rapidly due to the country's strong gaming culture and increasing internet and smartphone penetration. The market is also influenced by the government's efforts to support the development of the gaming industry, such as the creation of specialized eSports universities and the organization of international gaming events. Additionally, Peru's geographical location and diverse cultural heritage contribute to the popularity of certain games and gaming styles, creating a unique market dynamic compared to other countries.

Underlying macroeconomic factors:
The eSports Market in Peru is greatly impacted by macroeconomic factors such as the country's overall economic stability, government policies, and global economic trends. With a growing middle class and increasing disposable income, Peru has seen a rise in consumer spending on leisure activities, including eSports. Additionally, the government's support for the development of the country's digital infrastructure has created a favorable environment for the growth of the eSports market. Furthermore, the rising popularity of eSports globally has also contributed to the growth of the market in Peru, as it attracts investments and sponsorship opportunities from international companies.

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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