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Key regions: United Kingdom, India, France, Europe, United States
The eSports market in Denmark is seeing limited growth due to factors such as high publisher fees and slow adoption of digital technologies. Despite rising awareness, the convenience of online services has not translated into substantial growth.
Customer preferences: There has been a noticeable increase in consumer demand for online gaming experiences, leading to a rise in popularity of eSports tournaments and events. This trend is driven by a growing interest in competitive gaming among younger generations, as well as the convenience and accessibility of online platforms. Additionally, there has been a shift towards digital streaming of eSports events, providing a new revenue stream for publishers and further fueling the growth of the eSports market.
Trends in the market: In Denmark, the eSports market is experiencing an increase in the demand for virtual events and tournaments, as physical gatherings continue to be restricted due to the COVID-19 pandemic. This trend is expected to continue in the near future, with the potential for a hybrid model of both physical and virtual events. This has significant implications for industry stakeholders, as it allows for a larger audience reach and potential for increased revenue. Additionally, there is a growing trend of publishers charging higher fees for their games to be used in eSports tournaments, which could potentially impact smaller organizations and teams.
Local special circumstances: In Denmark, the Publisher Fees Market within the eSports Market is influenced by the country's strong gaming culture and high internet penetration. The government's support for eSports has also contributed to the market's growth, with initiatives such as tax breaks for eSports companies. In addition, the country's strict regulations on gambling have led to the emergence of alternative revenue streams in the form of publisher fees, making it a unique market compared to others.
Underlying macroeconomic factors: The Publisher Fees Market within the eSports Market in Denmark is influenced by macroeconomic factors such as technological advancements, regulatory support, and investment in the gaming infrastructure. Countries with strong government support for the gaming industry and advanced technological capabilities are experiencing faster market growth compared to regions with limited regulatory support and investment. Additionally, the growing popularity of eSports and the increasing number of gamers worldwide are driving the demand for publisher fees, creating opportunities for market expansion.
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Publisher Fees market, which comprises payments from game publishers to Esports organizers for hosting events. 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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)