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.Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
The eSports market in Ireland is seeing a slow growth rate due to limited sponsorship and advertising opportunities. Factors such as lack of mainstream recognition and smaller audience size are impacting this trend.
Customer preferences: As the popularity of eSports continues to grow in Ireland, there has been a noticeable increase in the use of influencer marketing and social media advertising by brands looking to reach this audience. This trend is driven by the high engagement levels of eSports fans on social media platforms, as well as the desire for more authentic and relatable advertising. Additionally, the rise of mobile gaming has opened up opportunities for in-game advertising and product placements, as consumers spend more time playing games on their smartphones.
Trends in the market: In Ireland, the eSports market is experiencing a significant increase in sponsorship and advertising, with major brands recognizing its potential for reaching a young and highly engaged audience. This trend is expected to continue, with a projected global eSports sponsorship and advertising market value of $1.1 billion by 2020. The use of social media influencers and live streaming platforms for advertising is also on the rise, offering unique opportunities for brands to connect with eSports fans. As the industry grows, there will likely be a shift towards more targeted and data-driven advertising strategies, allowing for more effective and measurable campaigns. This presents a significant opportunity for industry stakeholders to tap into the growing eSports market and establish themselves as key players in the sponsorship and advertising space.
Local special circumstances: In Ireland, the Sponsorship & Advertising market within the eSports market is heavily influenced by the country's strong gaming culture, with a large number of passionate gamers and a growing number of eSports tournaments and events. Additionally, Ireland's favorable corporate tax rates make it an attractive location for international companies to invest in sponsorship and advertising opportunities. However, strict regulations on advertising and gambling may limit the growth of certain forms of sponsorship and advertising within the eSports market in Ireland.
Underlying macroeconomic factors: The Sponsorship & Advertising Market within the eSports Market in Ireland is heavily influenced by macroeconomic factors such as the country's overall economic health, government policies, and global economic trends. Ireland's strong economic growth and stable political environment have created a favorable market for eSports, attracting investments and driving market growth. Additionally, the increasing popularity of eSports globally and the growing digitalization of the advertising and marketing industry have also contributed to the growth of the Sponsorship & Advertising Market in Ireland. As the market continues to evolve and expand, favorable macroeconomic conditions will play a significant role in shaping its future growth and success.
Most recent update: Aug 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights