Sponsorship & Advertising - France

  • France
  • In France, the Sponsorship & Advertising market is forecasted to achieve a revenue of US$19.8m by 2024.
  • This represents a significant growth potential.
  • Furthermore, the market is expected to experience an annual growth rate of 6.58% from 2024 to 2029, resulting in a projected market volume of US$27.2m by 2029.
  • It is worth noting that China currently dominates the market with a projected market volume of US$288.9m in 2024.
  • This highlights the immense scale of revenue generated China.
  • In terms of per user revenue, the average revenue per user (ARPU) is expected to reach US$0.3.
  • This indicates the value that each user contributes to the overall revenue in the Sponsorship & Advertising market.
  • In France, the Esports market is booming with an increasing number of brands investing in sponsorship and advertising to tap into the growing gaming community.

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

 
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Analyst Opinion

The eSports market in France is seeing moderate growth in sponsorship and advertising, influenced by factors such as limited consumer awareness and competition from traditional sports. Despite this, the market is still expected to experience steady growth due to the increasing popularity of eSports worldwide.

Customer preferences:
With the growing popularity of eSports in France, there has been a noticeable increase in the use of social media platforms by both fans and players. As a result, there has been a rise in social media sponsorships and advertising within the eSports market. This trend is driven by the fact that social media allows for targeted and personalized marketing, making it an attractive option for brands looking to reach a specific audience. Additionally, the use of influencer marketing has become increasingly prevalent, as brands recognize the influence and impact that popular eSports players have on their followers. This shift towards social media sponsorships and influencer marketing highlights the importance of digital and social media presence in the eSports market.

Trends in the market:
In France, the eSports market is experiencing a surge in sponsorship and advertising opportunities. This is driven by the increasing popularity of eSports among younger demographics and the shift towards online gaming platforms. Brands are leveraging this trend by investing in sponsorships and advertising within eSports events and teams. This trend is expected to continue as the eSports market is projected to grow significantly in the coming years. This presents a significant opportunity for industry stakeholders, including game developers, teams, and event organizers, to capitalize on the growing interest in eSports and attract more sponsorship and advertising deals. The integration of traditional sports advertising strategies, such as jersey sponsorships and in-game advertising, is also becoming more prevalent in the eSports market, further solidifying its position as a viable marketing platform. These trends highlight the potential for increased revenue and exposure for both the eSports industry and its sponsors.

Local special circumstances:
In France, the Sponsorship & Advertising Market within the eSports Market is heavily influenced by the country's strong gaming culture and the government's support for the industry. With a large population of avid gamers, there is a high demand for eSports events and sponsorships, making it a lucrative market for brands. Additionally, the country's strict regulations on advertising have led to innovative and subtle ways for companies to reach their target audience, creating a unique dynamic in the market.

Underlying macroeconomic factors:
The Sponsorship & Advertising Market within the eSports Market in France is also affected by macroeconomic factors such as the overall economic climate, government policies, and investment in the gaming industry. Countries with a strong economy and supportive policies for eSports are experiencing a higher demand for sponsorship and advertising opportunities, leading to market growth. Additionally, the increasing popularity of eSports globally and the growing number of young audiences are driving the demand for advertising and sponsorship in this 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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