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 Serbia is experiencing minimal growth due to limited sponsorships and advertising opportunities. Factors such as lack of awareness and investment from businesses are impacting this growth rate.
Customer preferences: The rise of influencer marketing and social media advertising has become a key strategy for brands looking to reach the younger generation of eSports enthusiasts. With the growing popularity and acceptance of eSports, companies are leveraging partnerships with popular gamers and teams to promote their products and services. This trend highlights the importance of authenticity and targeted messaging in appealing to the diverse and tech-savvy audience of the eSports market.
Trends in the market: In Serbia, the eSports market is experiencing a surge in sponsorships and advertising, with brands recognizing the potential of reaching a highly engaged and tech-savvy audience. This trend is expected to continue as more brands seek to tap into the growing eSports fanbase in the country. Additionally, there is a growing trend of using influencer marketing in eSports, as influencers can connect with a specific target audience and promote products or services in a more authentic and relatable way. This trend is significant as it allows for a more targeted and effective form of advertising, and could potentially lead to increased revenue for both brands and eSports organizations. However, this trend also raises concerns about the authenticity and transparency of sponsored content. Industry stakeholders will need to carefully navigate this landscape and ensure ethical practices to maintain the trust of the eSports community.
Local special circumstances: In Serbia, the Sponsorship & Advertising Market within the eSports Market is heavily influenced by the country's strong traditional sports culture and its enthusiastic gaming community. This creates a unique opportunity for companies to tap into both markets and reach a diverse audience. Additionally, Serbia's favorable geographic location in Europe makes it an attractive location for international eSports events and tournaments, further boosting the market's growth. The country's strong focus on technology and innovation also contributes to the development of advanced advertising and sponsorship strategies within the eSports industry.
Underlying macroeconomic factors: The Sponsorship & Advertising Market within the eSports Market in Serbia is impacted by macroeconomic factors such as the country's economic stability, government policies, and global economic trends. A stable economy and supportive government policies can attract more investment and drive market growth, while economic downturns or restrictive policies may hinder market performance. Furthermore, the increasing popularity of eSports globally and the growing digitalization of advertising and marketing are also driving the demand for sponsorship and advertising opportunities in the 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