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 sponsorship and advertising market within the eSports market in Poland is experiencing subdued growth, impacted by factors such as limited market size and lack of government support. Despite this, digital technologies, growing interest in eSports, and convenience offered by online advertising are driving growth.
Customer preferences: As the eSports market in Poland continues to grow, there has been a noticeable shift in consumer preferences towards more interactive and immersive experiences. This has led to an increase in demand for creative and engaging sponsorship and advertising strategies, such as in-game product placement and branded virtual events. Additionally, with the rise of social media influencers and content creators in the eSports scene, brands are also leveraging these partnerships to reach a wider and more targeted audience. This trend highlights the importance of staying relevant and connected to the evolving lifestyle and interests of the eSports community.
Trends in the market: In Poland, the Sponsorship & Advertising Market within the eSports Market is experiencing a surge in partnerships between brands and professional esports teams. This trend is driven by the increasing popularity of esports among younger audiences and the potential for brands to reach this demographic through targeted advertising. Additionally, there is a shift towards more creative and immersive advertising formats, such as in-game sponsorships and branded events. These trends are significant as they indicate a growing recognition of the potential of esports as a marketing platform. Industry stakeholders, such as brands and esports organizations, must adapt to these trends in order to stay relevant and capitalize on the growing market. Failure to do so may result in missed opportunities and hindered growth in the industry.
Local special circumstances: In Poland, the Sponsorship & Advertising Market within the eSports Market is heavily influenced by the country's strong gaming culture and high internet penetration rate. This has led to a significant rise in the number of local eSports teams and tournaments, making it a highly attractive market for sponsors and advertisers. Additionally, the country's favorable regulatory environment and growing interest in competitive gaming have further bolstered the growth of the market.
Underlying macroeconomic factors: The Sponsorship & Advertising Market within the eSports Market in Poland is heavily influenced by macroeconomic factors such as the country's economic growth, government policies, and investment in the gaming industry. As the Polish economy continues to grow, more companies are looking to enter the eSports market and invest in sponsorship and advertising opportunities. Additionally, government support for the gaming industry, such as tax incentives and funding for eSports events, has contributed to the market's growth. Moreover, the increasing popularity of gaming among the younger population in Poland has also attracted global brands to sponsor and advertise in the country's eSports market.
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