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Streaming - Denmark

Denmark
  • In Denmark, revenue in the Streaming market is projected to reach US$336.6k in 2025.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2025-2029) of 3.27%, leading to a projected market volume of US$382.8k by 2029.
  • Although the most substantial revenue is generated China, the Streaming market in Denmark is also significant.
  • By 2029, the number of users in Denmark's Streaming market is anticipated to reach 1.7m users.
  • User penetration in Denmark will be 24.8% in 2025 and is expected to increase to 27.5% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Denmark is expected to amount to US$0.2.
  • Denmark's burgeoning eSports streaming market is increasingly attracting local talent, fostering a vibrant community that emphasizes collaboration and innovative content creation.

Definition:

Esports Streaming refers to the live broadcasting and on-demand viewing of competitive gaming content across digital platforms, allowing fans to watch their favorite games, tournaments, and players in real-time or at their convenience. This market is driven by platforms like Twitch, YouTube Gaming, and others, where millions of viewers engage with live streams, highlights, and commentary. Esports streaming not only provides entertainment but also offers a platform for advertisers, sponsors, and content creators to reach a global audience. It is a critical component of the esports ecosystem, enhancing fan interaction, expanding the reach of esports events, and generating significant revenue through ad placements, subscriptions, and viewer donations.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending and ad spending. 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
  • Live broadcast content
  • Professional gamers
  • Gaming related content
Out-Of-Scope
  • Video-on-Demand
  • Casual Gamers
  • Non-gaming related content
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Esports: market data & analysis
Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update:

    Source: Statista Market Insights

    Most recent update:

    Source: Statista Market Insights

    Analyst Opinion

    The eSports streaming market in Denmark is experiencing minimal growth, influenced by factors such as limited audience reach and lack of mainstream acceptance. Despite the convenience of online viewing, the market's growth rate remains stagnant due to a slower adoption of digital technologies and lower health awareness among consumers.

    Customer preferences:
    The rise of online streaming platforms and the growing popularity of eSports have resulted in a shift towards digital consumption and engagement among Danish consumers. This trend is driven by the younger demographic, who are more tech-savvy and seek convenient and immersive viewing experiences. Additionally, the rise of mobile gaming and the integration of social media and gaming platforms have further propelled the streaming market within the eSports market in Denmark.

    Trends in the market:
    In Denmark, the Streaming Market within the eSports Market is experiencing a surge in popularity, with more and more viewers turning to online platforms to watch live gaming tournaments and events. This trend is expected to continue on an upward trajectory, with the potential to attract a larger and more diverse audience. This presents significant opportunities for industry stakeholders, such as streaming platforms and eSports teams, to tap into a growing market and expand their reach. Additionally, this trend has implications for the traditional sports industry, as eSports continues to gain mainstream recognition and viewership. As a result, we can expect to see further investment and partnerships between the two industries in the future, creating a dynamic and evolving landscape for both players and viewers.

    Local special circumstances:
    In Denmark, the Streaming Market within the eSports Market is heavily influenced by the country's strong gaming culture, with a high percentage of the population participating in gaming activities. The market is also driven by the country's advanced internet infrastructure and high levels of digital literacy. Additionally, Denmark's progressive regulatory environment and support for eSports events have contributed to the growth of the Streaming Market, making it a top destination for international eSports tournaments.

    Underlying macroeconomic factors:
    The Streaming Market within the eSports Market in Denmark is heavily influenced by macroeconomic factors such as the overall economic health of the country, government policies, and global economic trends. With Denmark being a highly developed nation and having a strong economy, the market for eSports streaming is expected to grow at a steady pace. Additionally, the country's supportive regulatory environment and investments in digital infrastructure are creating favorable conditions for the growth of streaming within the eSports market. The increasing popularity of eSports, coupled with the rising trend of online streaming and the widespread availability of high-speed internet, are also contributing to the market's growth in Denmark. Furthermore, the country's young population and high disposable income are driving the demand for eSports streaming services, making Denmark an attractive market for players in the industry.

    Reach

    Most recent update:

    Source: Statista Market Insights

    Global Comparison

    Most recent update:

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Streaming market, which comprises revenues from live broadcasting gaming content. 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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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update:

    Source: Statista Market Insights

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