Esports - Vietnam

  • Vietnam
  • In Vietnam, revenue in the Esports market is projected to reach US$6.5m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.96%, leading to a projected market volume of US$10.4m by 2029.
  • The largest market within this market is Media Rights, which is anticipated to have a market volume of US$1.8m in 2024.
  • While most revenue is generated the United States, Vietnam's specific contributions to the market are significant, with a projected market volume of US$1,070.0m in 2024.
  • In the Esports market, the number of users in Vietnam is expected to amount to 11.2m users by 2029.
  • User penetration in Vietnam will be 8.9% in 2024 and is expected to increase to 10.9% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Vietnam is expected to be US$0.73.
  • Vietnam's burgeoning youth population is increasingly driving engagement in Esports, positioning the country as a key player in the Southeast Asian gaming market.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports market in Vietnam is facing subdued growth, influenced by factors such as limited sponsorships, low consumer spending on merchandise and tickets, and strict regulations on betting. However, the increasing popularity of streaming and media rights deals are driving growth, along with the emergence of new publishers in the market. Overall, Vietnam's eSports market is expected to experience steady growth in the coming years, driven by the country's growing interest in digital entertainment and advancements in technology.

Customer preferences:
As the eSports market continues to grow in Vietnam, there has been a notable shift towards mobile gaming and online tournaments. This is driven by the increasing popularity of smartphones and the convenience of playing on-the-go. Additionally, the rise of social media and live streaming platforms has created a new avenue for eSports enthusiasts to connect and compete. This trend is also influenced by the younger demographic in Vietnam, who are more open to embracing new technology and digital trends.

Trends in the market:
In Vietnam, the eSports market is experiencing a surge in popularity, with a growing number of players and viewers. This trend is expected to continue as the country's gaming culture and internet infrastructure continue to develop. The rise of mobile gaming is also significant, with a large portion of the population accessing games through their smartphones. This presents opportunities for industry stakeholders to tap into this market through partnerships and investments. Additionally, the government's support for eSports and the potential for hosting international tournaments could further propel the growth of the industry.

Local special circumstances:
In Vietnam, the eSports market is rapidly growing due to the country's young and tech-savvy population, as well as the government's support for the industry. Additionally, Vietnam's geographic location allows for easy access to other Southeast Asian markets, making it a key player in the regional eSports scene. The country's rich gaming culture and competitive spirit also contribute to the market's growth. However, strict regulations on gaming and limited internet infrastructure present challenges for the industry's expansion. These unique factors, coupled with Vietnam's strong economic growth, create a dynamic and promising market for eSports.

Underlying macroeconomic factors:
The eSports market in Vietnam is also impacted by macroeconomic factors such as the country's economic health, government policies, and global economic trends. Vietnam's fast-growing economy and increasing internet penetration provide a favorable environment for the growth of the eSports market. The government's support in promoting and developing the industry, as well as investments in technological infrastructure, have also contributed to the market's growth. However, factors such as limited disposable income and high levels of piracy may hinder the market's potential growth in the country.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. 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

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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