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Sponsorship & Advertising - Baltics

Baltics
  • In the Baltics, revenue in the Sponsorship & Advertising market market is projected to reach US$1.6m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 2.86%, leading to a projected market volume of US$1.9m by 2029.
  • Although most revenue is generated China, the Baltics will also see a projected market volume of US$288.9m in 2024.
  • Furthermore, the average revenue per user (ARPU) in the region is anticipated to amount to 0.00.
  • In the Baltics, the surge in eSports viewership is driving brands to increasingly invest in sponsorships, recognizing the region's growing digital engagement potential.

Definition:

Esports Sponsorship & Advertising refers to the marketing and promotional activities within the competitive gaming industry, where brands engage with the esports audience by sponsoring teams, tournaments, players, or events, and through targeted advertising across various digital platforms. This market leverages the global popularity of esports, reaching millions of engaged fans through live-streaming platforms, social media, and in-game advertising. It encompasses a range of strategies, from brand placement and endorsements to integrated campaigns that enhance visibility and consumer interaction. The goal is to connect with a young, tech-savvy audience, driving brand awareness and loyalty in a rapidly growing, highly dynamic sector.

Additional information:

The market comprises ad spendings. Sales channel data shows online revenues. 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

  • Deals for sponsoring an Esport event
  • Product Placement
  • Sponsoring Esport Teams
  • Payments by brands for the use of the Esport Team
  • Advertising sold as part of a sponsorship package

Out-Of-Scope

  • Sponsorship outside of the Esports ecosystem
  • Advertising outside of the Esports ecosystem
Esports: market data & analysis - Cover

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Esports: market data & analysis

Study Details

    Ad Spending

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports market in Baltics is witnessing a growth in sponsorship and advertising, driven by factors like rising popularity of digital gaming, increasing awareness among consumers, and the convenience of online platforms. However, this growth rate is currently negligible due to the impact of the COVID-19 pandemic on the overall economy.

    Customer preferences:
    The eSports market has seen a significant increase in sponsorship and advertising deals, as more companies recognize the potential of reaching a highly engaged and loyal audience through this platform. With the rise of influencer marketing, brands are also exploring partnerships with individual players and teams, tapping into their large social media following and personal branding. Additionally, the shift towards online events and tournaments has opened up new opportunities for virtual sponsorship and product placement, making it easier for companies to target specific demographics and regions within the Baltics.

    Trends in the market:
    In the Baltics, the eSports market is experiencing a surge in Sponsorship & Advertising, with brands and organizations recognizing the potential of this rapidly growing industry. This trend is expected to continue, with more companies exploring partnerships and collaborations with eSports teams and events. This signifies the increasing mainstream acceptance of eSports and its potential as a lucrative marketing platform. Industry stakeholders, such as eSports teams and event organizers, stand to benefit from increased revenue and exposure, while brands can tap into a highly engaged and tech-savvy audience. The trajectory of this trend is likely to lead to further investment and innovation in the Sponsorship & Advertising market within the eSports industry, creating new opportunities for growth and partnership.

    Local special circumstances:
    In the Baltics, the Sponsorship & Advertising Market within the eSports Market is heavily influenced by the region's strong tech-savvy culture and high internet penetration rates. This has led to a surge in online gaming communities and streaming platforms, making it a prime market for eSports sponsorship and advertising. Additionally, the relatively low cost of living and vibrant gaming scene in the Baltics has attracted both local and international players, creating a diverse and competitive eSports market.

    Underlying macroeconomic factors:
    The Sponsorship & Advertising Market within the eSports Market in the Baltics is influenced by macroeconomic factors such as the overall economic health of the region, government policies, and investment climate. Countries with stable economic growth and favorable policies towards eSports are experiencing faster market growth compared to countries with economic challenges and limited support for the industry. Additionally, the increasing popularity of eSports globally and the growing interest from advertisers and sponsors are driving the demand for innovative advertising and sponsorship opportunities in the Baltics.

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    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.

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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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