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Esports - Spain

Spain
  • In Spain, revenue in the Esports market is projected to reach US$133.8m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.29%, leading to a projected market volume of US$181.5m by 2029.
  • The largest market within Esports market in Spain is Esports Betting, which is anticipated to have a market volume of US$83.9m in 2024.
  • Although most revenue is generated the United States with a projected market volume of US$1.1bn in 2024, Spain's market is also growing.
  • In the Esports market in Spain, the number of users is expected to reach 13.8m users by 2029.
  • User penetration in Spain will be 21.6% in 2024 and is expected to increase to 29.2% by 2029.
  • The average revenue per user (ARPU) in Spain is projected to amount to US$13.06.
  • Spain's esports market is experiencing a surge in popularity, driven by a vibrant gaming culture and increasing investment in local talent development.

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 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.

    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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