Sponsorship & Advertising - United Arab Emirates

  • United Arab Emirates
  • In the United Arab Emirates, revenue in the Sponsorship & Advertising market market is projected to reach US$6.6m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.71%, leading to a projected market volume of US$8.7m by 2029.
  • Although most revenue in this market is generated China, in the United Arab Emirates is also experiencing growth.
  • Furthermore, the average revenue per user (ARPU) in the United Arab Emirates is anticipated to amount to US$0.7.
  • The United Arab Emirates is rapidly emerging as a premier hub for eSports sponsorships, driven by a burgeoning youth culture and significant investment in digital entertainment.

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

 
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Analyst Opinion

The eSports market in United Arab Emirates is witnessing considerable growth, fueled by factors such as increasing sponsorship and advertising, rising awareness among consumers, and the convenience of online platforms. This growth rate is driven by the country's growing interest in eSports and the increasing investments from major companies in the industry.

Customer preferences:
As eSports continues to gain popularity in the United Arab Emirates, the Sponsorship & Advertising Market is also experiencing a shift towards digital platforms. With the rise of social media and online streaming, brands are now investing more in influencer marketing and sponsored content to reach the younger demographic of eSports enthusiasts. Additionally, there is a growing demand for personalized and interactive advertising strategies, such as in-game advertisements and virtual events, to engage with the highly engaged and tech-savvy audience.

Trends in the market:
In the United Arab Emirates, the Sponsorship & Advertising Market within the eSports Market is experiencing a surge in partnerships between eSports teams and mainstream brands. This trend is driven by the increasing popularity of eSports in the region and the potential for brands to reach a young, tech-savvy audience. Additionally, the rise of live streaming platforms has opened up new avenues for advertising and sponsorships, creating more opportunities for industry stakeholders. As this trend continues, we can expect to see more strategic collaborations and innovative advertising strategies in the eSports market in the UAE.

Local special circumstances:
In the United Arab Emirates, the Sponsorship & Advertising Market within the eSports Market is heavily influenced by the country's strong economy and high disposable income levels. The government's support for the development of the eSports industry has also played a significant role in driving the market growth. Additionally, the country's diverse population, with a large expatriate community, offers unique opportunities for targeted advertising and sponsorship strategies. The strict regulations on traditional advertising in the UAE have also led to the rise of digital and influencer marketing in the eSports industry.

Underlying macroeconomic factors:
The Sponsorship & Advertising Market within the eSports Market in the United Arab Emirates is influenced by macroeconomic factors such as the country's strong economic growth, favorable government policies, and increasing investments in the eSports industry. The UAE's growing economy and favorable business environment make it an attractive market for companies looking to advertise and sponsor eSports events and teams. Additionally, the country's strategic location and strong digital infrastructure provide a competitive advantage for the development of the eSports market. Furthermore, the increasing popularity of eSports among the young population in the UAE and the region is contributing to the growth of the Sponsorship & Advertising Market within the eSports Market in the country.

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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