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Esports - Russia

Russia
  • In Russia, revenue in the Esports market is projected to reach US$43.7m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 5.85%, resulting in a projected market volume of US$58.0m by 2029.
  • The largest market within Esports market in Russia is Sponsorship & Advertising, which is anticipated to have a market volume of US$32.6m in 2024.
  • While the United States is expected to generate most revenue with a projected market volume of US$1.1bn in 2024, the Esports market in Russia continues to develop.
  • By 2029, the number of users in the Esports market in Russia is expected to amount to 15.7m users.
  • User penetration in Russia will be 8.9% in 2024 and is anticipated to reach 11.1% by 2029.
  • The average revenue per user (ARPU) in Russia is expected to amount to US$3.42.
  • In Russia, the esports market is witnessing a surge in competitive gaming popularity, driven by an enthusiastic youth demographic and burgeoning online platforms.

Definition:

Esports, short for electronic sports, refers to competitive video gaming where professional players or teams compete in various multiplayer video games. These competitions are often organized into leagues, tournaments, and events, attracting both online and offline audiences. Esports has grown into a global industry, with players, sponsors, and spectators contributing to its popularity and economic significance.

Structure:

The Esports market can be divided into 6 different parts. First, Sponsorship & Advertising, which refers to revenues made from sponsorship deals and advertising for events and tournaments. Merchandise & Ticketing refers to the revenues generated mainly from tournament tickets and the merchandise that comes with it. Additionally, Streaming, Media Rights and Publisher Fees, which all refers to the revenue that is associated with broadcasting Esports events accross various channels. Lastly, Esports Betting includes the betting on outcomes of Esport events.

Additional information:

The market comprises revenues, ad spendings, users, average revenue per user, and penetration rates. Revenues are generated through advertising spending and consumer spending. Sales channel data shows both online and offline revenues. Information on Esports betting can also be found in the Digital Market Insights. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Professional and semi-professional gaming competitions, such as Semi-Pro League
  • Tournaments and leagues, such as Dota 2 The International
  • Sponsorship deals and advertising, such as FaZe and Steelseries
  • Merchandise and ticketing for Esport tournaments
  • Streaming of tournaments, such as streaming on Twitch

Out-Of-Scope

  • Amateur competitions, such as Amateur Esports League
  • Streaming revenues of non-organized competitive gaming, such as casual gaming on Twitch
  • Digital and physical sales from video games, such as sales of Call of Duty
  • Digital tools associated with revenues from Esports, such as Teamspeak or Discord
Esports: market data & analysis - Cover

Market Insights report

Esports: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports market in Russia is experiencing steady growth, influenced by factors such as increasing popularity of digital technologies, growing interest among consumers, and the convenience of online services. However, the market's growth rate is affected by various factors, including limited sponsorships, lack of media rights deals, and slow adoption of online betting. These challenges are hindering the market's potential for rapid growth.

    Customer preferences:
    The popularity of eSports in Russia has led to an increase in demand for innovative gaming technologies and platforms. With the rise of online gaming communities, there has been a growing interest in virtual reality and augmented reality experiences, providing a more immersive and engaging gaming experience. The younger demographic, in particular, is driving this trend, as they seek new and exciting ways to connect with their peers and compete in the eSports world. Additionally, the demand for eSports tournaments and live streaming of matches has increased, catering to the growing number of spectators and fans. This shift towards a more interactive and immersive gaming experience is expected to continue shaping the market in the coming years.

    Trends in the market:
    In Russia, the eSports market is experiencing a surge in popularity, with more traditional sports leagues and teams investing in eSports teams and events. This trend is significant as it showcases the increasing recognition and acceptance of eSports as a legitimate and lucrative industry. Additionally, there is a growing trend of eSports being included in major sporting events, such as the 2024 Olympic Games in Paris. This trajectory highlights the potential for increased mainstream exposure and revenue opportunities for stakeholders in the eSports market. Furthermore, the rise of virtual and augmented reality technologies in eSports is expected to revolutionize the industry and enhance the overall gaming experience for players and viewers alike. This trend has the potential to attract even more players and viewers to the market, further solidifying the industry's position as a major player in the global entertainment landscape.

    Local special circumstances:
    In Russia, the eSports Market is rapidly growing due to the country's strong gaming culture and high internet penetration rates. The market is also influenced by government support, with the establishment of the Russian Esports Federation and hosting of major international tournaments. Additionally, the country's vast geographical landscape and diverse cultural influences contribute to the unique dynamics of the market, with different regions having their own preferences and trends. This has resulted in the emergence of local eSports teams and events, further fueling the growth of the market.

    Underlying macroeconomic factors:
    The eSports market in Russia is greatly affected by macroeconomic factors such as overall economic stability, government policies, and technological advancements. As a major global economic power, Russia's strong economic performance and increasing investment in technology have contributed to the growth of the eSports market. Additionally, the government's support for the development of eSports and favorable regulatory environment have also played a significant role in driving market growth. However, the market may face challenges if there is a decline in economic health or changes in government policies, highlighting the importance of monitoring macroeconomic factors in the country.

    Reach

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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