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Sponsorship & Advertising - Finland

Finland
  • In Finland, revenue in the Sponsorship & Advertising market market is projected to reach US$3.2m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.48%, which will result in a projected market volume of US$4.8m by 2029.
  • While most revenue in this market is generated China, Finland's market is also evolving.
  • The projected market volume in Finland is estimated at US$288.9m in 2024.
  • Furthermore, the average revenue per user (ARPU) in Finland is anticipated to amount to US$0.6.
  • In Finland, the eSports sponsorship and advertising market is increasingly characterized by a focus on localized partnerships that resonate with the youth demographic.

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

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports market in Finland has been witnessing subdued growth, influenced by factors such as limited sponsorships and advertising opportunities. Despite this, there is still potential for growth due to the increasing popularity of eSports among consumers and the convenience of online platforms.

    Customer preferences:
    As eSports continues to gain mainstream recognition in Finland, brands are increasingly turning to sponsorship and advertising opportunities within the market. This is driven by the changing consumption habits of younger generations, who are more likely to engage with digital content and platforms. As a result, companies are investing in immersive and interactive experiences that align with the interests of eSports enthusiasts, leveraging the use of virtual and augmented reality technologies. Additionally, with the rise of influencer marketing and the popularity of streaming platforms, advertisers are tapping into the power of eSports influencers to reach a highly engaged and targeted audience. This trend reflects the growing importance of digital and non-traditional advertising methods in reaching younger consumers.

    Trends in the market:
    In Finland, the Sponsorship & Advertising Market within the eSports Market is experiencing a surge in brand partnerships and collaborations. This trend is expected to continue, as more companies recognize the value of reaching a highly engaged and tech-savvy audience through eSports. Additionally, there is a growing trend of virtual events and online tournaments, which offer new opportunities for advertising and sponsorships. These trends could have significant implications for industry stakeholders, as they open up new revenue streams and drive further growth in the eSports market.

    Local special circumstances:
    In Finland, the eSports market is growing rapidly, with the country being home to popular teams and tournaments. However, the Sponsorship & Advertising Market within the eSports Market is still in its early stages due to strict regulations on advertising and sponsorship for gambling-related industries. This has led to a focus on non-gambling related sponsors, such as technology and energy companies. Additionally, the country's small population and dispersed geography make it challenging for brands to reach a wide audience, leading to a more localized approach to sponsorship and advertising in the eSports market.

    Underlying macroeconomic factors:
    The Sponsorship & Advertising Market within the eSports Market in Finland is heavily influenced by macroeconomic factors such as the country's overall economic health, government policies, and global economic trends. With Finland being a highly developed country with a stable economy, it provides a conducive environment for the growth of the eSports market. Additionally, the country's strong investment in digital technologies and infrastructure, along with favorable regulatory policies, has further boosted the growth of the Sponsorship & Advertising Market within the eSports Market. The increasing popularity of eSports among the younger generation and the growing trend of online streaming platforms have also contributed to the market's growth in Finland.

    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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    eSports market - statistics & facts

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