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Sponsorship & Advertising - Lithuania

Lithuania
  • In Lithuania, revenue in the Sponsorship & Advertising market market is projected to reach US$1.6m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 2.86%, leading to a projected market volume of US$1.9m by 2029.
  • However, it is noteworthy that the majority of revenue is generated China, with a projected market volume of US$288.9m in 2024.
  • In this context, the average revenue per user (ARPU) in Lithuania is expected to amount to US$0.6.
  • In Lithuania, the eSports sponsorship and advertising market is rapidly evolving, driven by increasing youth engagement and a growing number of competitive events.

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

Market Insights report

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 Lithuania is experiencing a steady growth rate due to the increasing sponsorship and advertising opportunities. Factors such as the growing popularity of digital platforms and the rising interest in eSports among consumers are driving this growth. However, the negligible growth rate in this market can be attributed to the limited reach and awareness of eSports in the country.

    Customer preferences:
    As eSports continue to gain mainstream popularity, the Sponsorship & Advertising Market is seeing a rise in demand for innovative and immersive advertising strategies. Brands are leveraging the unique nature of the eSports audience to create targeted and engaging campaigns. Additionally, the evolution of live streaming and virtual events has opened up new avenues for sponsorship opportunities, catering to the growing preference for online experiences among consumers.

    Trends in the market:
    In Lithuania, the eSports market is experiencing a surge in sponsorships and advertising, with brands recognizing the potential of reaching a highly engaged audience. This trend is expected to continue as the eSports industry grows, with projections of a 15% annual growth rate globally. This could have significant implications for industry stakeholders, as they will have to adapt to the evolving sponsorship and advertising landscape in order to effectively reach and engage with the eSports audience. Additionally, as traditional sports leagues and teams begin to invest in eSports, we may see an increase in cross-promotion and collaborations between the two industries, further driving the growth of the sponsorship and advertising market within eSports.

    Local special circumstances:
    In Lithuania, the Sponsorship & Advertising Market within the eSports Market is heavily influenced by the country's strong tech culture and its growing interest in eSports. The government's support for the industry has led to the development of a thriving gaming community and an increase in local tournaments and events. Additionally, Lithuania's relatively small size and high internet penetration rate make it an ideal market for targeted advertising and sponsorships.

    Underlying macroeconomic factors:
    The Sponsorship & Advertising Market within the eSports Market in Lithuania is heavily influenced by macroeconomic factors such as the country's economic growth, government policies, and investment in the gaming industry. With the rise of eSports globally, Lithuania has also seen an increase in sponsorship and advertising opportunities, especially with the growing popularity of its professional eSports teams. Additionally, favorable regulatory frameworks and investments in digital technologies have further propelled the market, creating a conducive environment for companies to invest in sponsorship and advertising within the eSports industry.

    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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