Esports - Spain

  • Spain
  • The projected revenue for the Esports market in 2024 is estimated to reach US$133.8m.
  • It is expected to exhibit an annual growth rate of 6.29% from 2024 to 2029, resulting in a projected market volume of US$181.5m by 2029.
  • Among the various segments within the market, Esports Betting holds the largest market share, with a volume of US$83.9m in 2024.
  • When it comes to revenue generation, United States takes the lead, with a projected market volume of US$1,070.0m in 2024.
  • In terms of user base, the Esports market is expected to have approximately 13.8m users users by 2029.
  • The user penetration rate, which measures the proportion of the population engaged in Esports market, is projected to be 21.6% in 2024 and is anticipated to reach 29.2% by 2029.
  • Furthermore, the average revenue per user (ARPU) is expected to amount to US$13.06.
  • It is worth noting that these figures specifically pertain to the Esports market in Spain.
  • In Spain, the Esports market is booming with a surge in professional teams, sponsored tournaments, and a growing fan base.

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

 
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Analyst Opinion

The eSports market in Spain is experiencing moderate growth, influenced by factors such as increasing sponsorships and advertising, merchandise and ticket sales, streaming services, media rights, publisher fees, and eSports betting. The market's growth rate is currently subdued, potentially due to challenges such as limited audience reach and regulatory limitations. However, with the ongoing advancements in technology and the increasing popularity of eSports, the market is expected to continue growing in the coming years.

Customer preferences:
As the eSports market continues to gain popularity in Spain, there has been a notable shift in consumer preferences towards more immersive and interactive gaming experiences. This has led to an increase in demand for virtual and augmented reality technologies, as well as a growing interest in live streaming and online tournaments. Additionally, the rise of mobile gaming and casual eSports has opened up the market to a wider and more diverse audience, reflecting the evolving lifestyle and entertainment preferences of consumers in Spain.

Trends in the market:
In Spain, the eSports market has seen a notable increase in the popularity of mobile gaming, particularly among younger demographics. This trend is significant as it reflects the changing preferences of consumers and their increasing reliance on mobile devices for gaming. It also presents potential opportunities for industry stakeholders to tap into this market segment and develop mobile-friendly gaming platforms. Additionally, there is a rising trend of eSports tournaments being hosted in traditional sports venues, highlighting the growing recognition and acceptance of eSports as a legitimate form of sporting entertainment. These developments suggest a promising future for the eSports market in Spain, with potential implications for revenue growth and industry expansion.

Local special circumstances:
In Spain, the eSports market is thriving due to the country's strong gaming culture and supportive government initiatives. The popularity of traditional sports like soccer has also translated into a strong interest in competitive gaming. Additionally, Spain's well-developed internet infrastructure and high smartphone usage contribute to the growth of the eSports market. The country's unique mix of traditional and modern influences creates a strong foundation for the success of eSports, attracting both local and international players and audiences.

Underlying macroeconomic factors:
The eSports market in Spain is heavily influenced by macroeconomic factors such as the country's overall economic health, government policies, and global economic trends. As a rapidly growing industry, the performance of the eSports market is also impacted by investments in infrastructure, technological advancements, and regulatory support. Countries with strong economic growth and government support for the eSports industry are experiencing faster market growth compared to regions with economic challenges and limited government funding. Additionally, the increasing popularity of eSports among younger generations and the potential for it to become a mainstream form of entertainment is driving the demand for investments and partnerships within the market.

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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