Esports - Benelux

  • Benelux
  • In the Benelux region, revenue in the Esports market is projected to reach €78.5m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.40%, leading to a projected market volume of €107.0m by 2029.
  • The largest market within the Esports market is Esports Betting, which is anticipated to have a market volume of €52.7m in 2024.
  • While the United States generates the most revenue with a projected market volume of €982.1m in 2024, the Esports market in Benelux is also expected to grow.
  • The number of users in the Esports market in Benelux is expected to amount to 8.0m users by 2029.
  • User penetration in the region will be 23.6% in 2024 and is anticipated to reach 27.0% by 2029.
  • Furthermore, the average revenue per user (ARPU) in the Benelux Esports market is expected to amount to €11.30.
  • In the Benelux region, the esports market is experiencing significant growth as local tournaments and streaming platforms gain popularity among engaged audiences.

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

 
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Analyst Opinion

The eSports market in Benelux is experiencing subdued growth due to factors such as slow economic recovery, limited awareness and understanding of eSports among consumers, and competition from traditional sports. However, the market is expected to see growth in Sponsorship & Advertising, Merchandise & Ticketing, Streaming, Media Rights, Publisher Fees, and Esports Betting as more companies and brands recognize the potential of this industry. Online platforms and digital technologies will continue to drive growth, while regulatory challenges and lack of infrastructure may hinder it.

Customer preferences:
The eSports market in the Benelux region has seen a significant increase in popularity, especially among younger demographics. This can be attributed to the rise of online gaming communities and the increasing accessibility of high-quality gaming equipment. Additionally, the shift towards remote work and social distancing has led to a greater demand for virtual entertainment, making eSports a convenient and engaging option for consumers. This trend is expected to continue as the younger generation embraces technology and seeks out new forms of entertainment.

Trends in the market:
In the Benelux region, the eSports market is experiencing a surge in online tournaments and virtual events, as physical events are restricted due to the pandemic. This trend is expected to continue, with the market projected to grow at a CAGR of 22.8% from 2021 to 2026. This presents significant opportunities for industry stakeholders to tap into the growing demand for online gaming and capitalize on the potential revenue streams. Additionally, with the rise of mobile gaming and the integration of eSports in traditional sports, the market is expected to witness further growth and diversification.

Local special circumstances:
In Benelux, the eSports market is heavily influenced by the region's strong gaming culture and high internet connectivity. The Netherlands and Belgium have a long history of producing successful eSports teams and hosting major tournaments. Additionally, the supportive government policies and favorable tax incentives have attracted international eSports organizations to set up their operations in the region. The popularity of eSports among the younger demographics in Benelux has also led to the development of local talent and a growing fanbase, creating a thriving eSports ecosystem in the region.

Underlying macroeconomic factors:
The eSports market in Benelux is heavily influenced by macroeconomic factors such as technological advancements, government support, and overall economic stability. With the rise of online gaming platforms and increasing accessibility to high-speed internet, the region has experienced significant growth in the eSports industry. Moreover, the government's favorable policies and investments in digital infrastructure have further fueled the market's expansion. Additionally, the region's strong economic health and high disposable income among its population have contributed to the growing demand for eSports events and related products and services.

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.

Visión general

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