Sponsorship & Advertising - ASEAN

  • ASEAN
  • In ASEAN, revenue in the Sponsorship & Advertising market market is projected to reach US$17.2m in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 5.74%, resulting in a projected market volume of US$21.5m by 2029.
  • With a projected market volume of US$305.1m in 2025, most revenue is generated China.
  • The average revenue per user (ARPU) in ASEAN is expected to amount to 0.00.
  • In ASEAN countries, the eSports sponsorship and advertising market is rapidly evolving, driven by increasing youth engagement and digital consumption trends.

Key regions: South Korea, United Kingdom, India, Europe, United States

 
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Analyst Opinion

The eSports market in ASEAN is seeing minimal growth due to factors such as limited advertising and sponsorship opportunities, low consumer awareness, and lack of government support. Despite this, increasing interest in online gaming and the rise of local eSports teams are expected to drive growth in the future.

Customer preferences:
As eSports continues to gain popularity in ASEAN, the Sponsorship & Advertising Market within the market is seeing a rise in demand for personalized and immersive experiences. Brands are now utilizing advanced technologies such as virtual and augmented reality to engage with fans and create unique brand activations. Additionally, with the increasing focus on diversity and inclusivity in eSports, brands are also partnering with diverse gaming influencers and teams to reach a wider and more diverse audience. This shift towards personalized and inclusive sponsorships is driven by the growing importance of cultural nuances and demographic shifts in the eSports market.

Trends in the market:
In ASEAN, the eSports market is experiencing a surge in sponsorship and advertising opportunities, with major brands investing in partnerships and endorsements with eSports teams and players. This trend is expected to continue as the eSports industry in the region grows and gains mainstream recognition. This presents significant opportunities for industry stakeholders, such as game developers, event organizers, and media companies, to tap into the lucrative market of eSports sponsorships and advertising. Additionally, with the rise of online streaming platforms and social media, there is a shift towards digital advertising and influencer marketing in the eSports space, providing new avenues for brands to reach their target audience. However, as the market becomes more saturated, it may become increasingly challenging for smaller players to secure sponsorships and stand out in the competitive landscape. This could lead to consolidation and the emergence of dominant players in the sponsorship and advertising market within the eSports industry.

Local special circumstances:
In ASEAN, the Sponsorship & Advertising Market within the eSports Market is heavily influenced by the region's diverse cultures and regulatory environments. For example, in countries like Indonesia and Malaysia, where Islam is the dominant religion, there are restrictions on certain types of advertising and sponsorship, making it challenging for companies to market their products. In contrast, countries like Singapore and Vietnam have a more open market, allowing for more opportunities for brand partnerships and advertising. Additionally, the geographical landscape of ASEAN countries can also impact sponsorship and advertising strategies, as some countries have higher internet penetration rates and more developed infrastructure, making it easier to reach and engage with the eSports audience.

Underlying macroeconomic factors:
The Sponsorship & Advertising Market within the eSports Market in ASEAN is also impacted by macroeconomic factors such as global economic conditions, government policies, and financial indicators. Countries with a strong economy and favorable policies for eSports are witnessing a surge in sponsorships and advertising opportunities. Furthermore, the growing popularity of eSports among the younger generation and the increasing digitalization of the region are also contributing to the growth of the market. Additionally, the rise of mobile gaming and the increasing use of social media platforms for eSports promotions are fueling the demand for sponsorship and advertising in the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Sponsorship & Advertising market, which comprises revenues of teams and organizers via sponsorship deals. 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

  • Ad Spending
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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