Sponsorship & Advertising - Spain

  • Spain
  • In Spain, revenue in the Sponsorship & Advertising market market is projected to reach US$32.8m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.10%, leading to a projected market volume of US$48.5m by 2029.
  • Although most revenue is generated China, the market in Spain is also significant.
  • The average revenue per user (ARPU) in Spain is expected to amount to US$0.7.
  • In Spain, the eSports sponsorship and advertising market is rapidly evolving, with brands increasingly targeting the youth demographic through innovative digital campaigns.

Key regions: South Korea, United Kingdom, India, Europe, United States

 
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Analyst Opinion

The eSports market in Spain is seeing subdued growth in sponsorship and advertising, influenced by factors like limited brand awareness and lack of traditional advertising channels. Nevertheless, the market is expected to see steady growth as more companies recognize the potential of this emerging market.

Customer preferences:
As the eSports market continues to gain traction in Spain, brands are exploring new avenues to reach their target audience. With the rise of influencer marketing and live-streaming, brands are finding success in reaching younger demographics through targeted partnerships and sponsorships. Additionally, the increasing use of virtual and augmented reality in the eSports industry presents new opportunities for innovative and interactive advertising strategies. The integration of gaming and advertising is becoming more seamless and engaging, reflecting the evolving preferences of consumers for immersive and personalized experiences.

Trends in the market:
In Spain, the Sponsorship & Advertising market within the eSports market is experiencing a surge in brand partnerships and collaborations. This trend is driven by the growing popularity of eSports and its audience, which offers a unique opportunity for companies to reach a highly engaged and tech-savvy demographic. Additionally, the rise of influencer marketing and live streaming has created new avenues for brands to promote their products and services. As this trend continues to grow, it has significant implications for industry stakeholders, as it opens up a new revenue stream and allows for more diverse and creative advertising strategies. However, it also raises questions about the potential impact on the authenticity and integrity of the eSports industry, as well as the potential for oversaturation and backlash from audiences. As such, it is crucial for stakeholders to carefully monitor and adapt to these evolving trends to ensure sustainable growth and success in the Sponsorship & Advertising market within the eSports market.

Local special circumstances:
In Spain, the Sponsorship & Advertising Market within the eSports Market is heavily influenced by the country's strong football culture and the popularity of traditional sports. This has led to a hybrid model where eSports teams are often sponsored by traditional sports clubs, creating unique partnerships and cross-promotion opportunities. Additionally, Spain's strong economic growth and high internet penetration rates have also contributed to the growth of the eSports market, attracting major sponsors and advertisers.

Underlying macroeconomic factors:
The Sponsorship & Advertising Market within the eSports Market in Spain is significantly impacted by macroeconomic factors such as global economic trends and the country's economic health. With the growing popularity of eSports globally, there is a high demand for advertising and sponsorship opportunities within the market. This demand is further influenced by favorable fiscal policies and government support for the eSports industry in Spain. Additionally, the country's strong investment in digital technologies and infrastructure also contributes to the growth of the Sponsorship & Advertising Market within the eSports Market in Spain. This is especially relevant as the younger demographic, which is a key target audience for eSports, heavily relies on digital platforms for entertainment and information. Furthermore, the increasing prevalence of chronic diseases and the aging population in Spain may also drive the need for digital solutions to improve healthcare access and outcomes, creating potential opportunities for sponsorship and advertising in the eSports market.

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.

Overview

  • Ad Spending
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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