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Sponsorship & Advertising - Romania

Romania
  • In Romania, revenue in the Sponsorship & Advertising market market is projected to reach US$2.0m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 3.23%, resulting in a projected market volume of US$2.4m by 2029.
  • While most revenue is generated China, Romania's market is also anticipated to contribute significantly, with a projected market volume of US$288.9m in 2024.
  • The average revenue per user (ARPU) in Romania is expected to amount to US$0.1.
  • Romania's burgeoning eSports scene is attracting increasing sponsorship and advertising investments, reflecting the country's growing digital engagement among younger audiences.

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 Romania has seen a slow growth rate due to lack of sponsorship and advertising opportunities. This is impacted by the limited awareness of the potential in this market and the hesitance of businesses to invest in it.

    Customer preferences:
    As the eSports market continues to grow in Romania, there has been a noticeable shift towards digital advertising and sponsorship strategies. Brands are now targeting gamers through social media influencers and online advertisements, recognizing the strong online presence and influence of this demographic. This trend is further supported by the increasing use of mobile devices and the rise of virtual events, highlighting the importance of targeted and engaging digital advertising in the eSports market.

    Trends in the market:
    In Romania, the eSports market is experiencing a surge in popularity, leading to increased opportunities for sponsorships and advertising. This trend is expected to continue as the market continues to grow and attract more viewers and participants. The significance of this trend lies in the potential for brands to reach a highly engaged and targeted audience through eSports sponsorships and advertising. This presents a unique opportunity for industry stakeholders to tap into a new and rapidly expanding market. Additionally, as the eSports market becomes more established in Romania, we can expect to see an increase in the sophistication and effectiveness of sponsorship and advertising strategies. This will ultimately benefit both brands and the eSports industry as a whole.

    Local special circumstances:
    In Romania, the Sponsorship & Advertising Market within the eSports Market is influenced by the country's high internet and gaming penetration rates, as well as the growing popularity of eSports among the younger population. Additionally, the recent establishment of a national eSports federation has opened up opportunities for partnerships and sponsorships. However, the market is still developing and is limited by the relatively small size of the Romanian eSports audience compared to other countries. The government's support for eSports and investments in infrastructure could potentially drive further growth in the market.

    Underlying macroeconomic factors:
    The Sponsorship & Advertising Market within the eSports Market in Romania is heavily influenced by macroeconomic factors, such as the country's economic health, fiscal policies, and global economic trends. The overall economic stability of the country has a direct impact on the willingness of companies and brands to invest in sponsorships and advertising within the eSports market. Additionally, government policies and regulations can either hinder or support the growth of the market. Strong economic growth and favorable regulatory environments can attract more investments in the market, while economic downturns and regulatory challenges can slow down its growth. Furthermore, the purchasing power of the population and the overall consumer confidence also play a significant role in determining the success of sponsorship and advertising initiatives within the eSports market.

    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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    Esports: market data & analysis - BackgroundEsports: market data & analysis - Cover

    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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