Sponsorship & Advertising - Benelux

  • Benelux
  • In Benelux, revenue in the Sponsorship & Advertising market market is projected to reach €12.1m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.98%, leading to a projected market volume of €17.0m by 2029.
  • Although most revenue is generated China, the projected market volume for Benelux is estimated to be €265.1m in 2024.
  • Furthermore, the average revenue per user (ARPU) in this market is anticipated to amount to 0.00.
  • In Benelux, the escalating popularity of eSports is driving brands to increasingly integrate sponsorship strategies that resonate with the region's diverse gaming community.

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

 
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Analyst Opinion

The eSports sponsorship & advertising market in Benelux is currently experiencing subdued growth due to various factors, including the slow adoption of digital technologies, limited health awareness among consumers, and the lack of convenience offered by online health services. However, with the increasing popularity of eSports in the region, this market is expected to see significant growth in the coming years.

Customer preferences:
As eSports continues to gain mainstream popularity in the Benelux region, brands are increasingly leveraging sponsorship and advertising opportunities within the market. This is driven by the growing trend of consumers seeking authentic and immersive experiences, rather than passive advertising. As a result, brands are investing in innovative and interactive ways to engage with the eSports audience, such as in-game sponsorships and partnerships with popular eSports teams and players. This shift towards more integrated and targeted advertising is fueled by the changing preferences of a tech-savvy and digitally connected consumer base in the region, who demand personalized and relevant content.

Trends in the market:
In Benelux, the Sponsorship & Advertising market within the eSports market is experiencing a surge in brand partnerships and collaborations. This is driven by the increasing popularity of eSports, with more companies recognizing its potential as a marketing platform. Additionally, there is a growing trend of using influencer marketing in eSports, with brands leveraging the large and engaged audience of professional gamers. These trends are set to continue, with implications for industry stakeholders such as increased competition for sponsorships and the need for more targeted and creative marketing strategies.

Local special circumstances:
In the Benelux region, the Sponsorship & Advertising Market within the eSports Market is heavily influenced by the cultural and regulatory landscape. With strong government support and a thriving gaming culture, the region has become a hub for eSports events and tournaments. This has led to a surge in sponsorships and advertising deals from local and international brands looking to tap into the enthusiastic fan base. Additionally, the region's small size and high internet penetration make it an ideal market for targeted digital advertising campaigns.

Underlying macroeconomic factors:
The Sponsorship & Advertising Market within the eSports Market in Benelux is strongly impacted by macroeconomic factors such as consumer spending, technological advancements, and government policies. With the rise of digital media and the increasing popularity of eSports, companies are investing more in advertising and sponsorship to reach this tech-savvy audience. Additionally, favorable economic conditions and government support for the gaming industry in Benelux are contributing to the growth of the market. However, economic downturns or changes in fiscal policies could potentially impact the market's growth and profitability. Furthermore, as eSports continue to gain mainstream recognition and reach a wider audience, the demand for advertising and sponsorship opportunities is likely to increase, driving further market growth.

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.

Visión general

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