American Football Media - Denmark

  • Denmark
  • Revenue in the American Football Media market is projected to reach €0.49m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 1.20%, resulting in a projected market volume of €0.52m by 2029.
  • In global comparison, most revenue will be generated in the United States (€14,350.00m in 2024).
  • The average revenue per user (ARPU) in the American Football Media market is projected to amount to €3.97 in 2024.
  • In the American Football Media market, the number of users is expected to amount to 138.1k users by 2029.
  • User penetration in the American Football Media market will be at 2.1% in 2024.
 
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Analyst Opinion

The American Football media market in Denmark has seen minimal growth in recent years due to various factors such as limited audience size and competition from other popular sports. Despite this, the market continues to attract dedicated fans and key players, driven by the convenience of online streaming and growing interest in the sport.

Customer preferences:
With the growing popularity of American football in Denmark and the increasing accessibility of international sports media coverage, there has been a rise in demand for digital platforms to follow and engage with the sport. This trend is driven by the younger generations preference for consuming sports content through digital channels, and the need for constant updates and instant access to live games and highlights. Social media also plays a significant role in amplifying the reach of American football in the country and creating a global community of fans. As the sport continues to expand its fan base, the American football media market is adapting to cater to the demands of a digitally savvy audience.

Trends in the market:
In recent years, the American Football media market has seen a rise in mobile and online streaming services, with fans increasingly opting to watch games and highlights on their smartphones and laptops. This trend has been driven by the increasing availability of high-speed internet and advancements in mobile technology. This shift towards digital consumption has significant implications for industry stakeholders, as it provides new opportunities for revenue generation and audience engagement. Furthermore, the rise of social media and influencer marketing has also had a significant impact on the American Football media market, with teams and players leveraging their online presence to reach a wider audience and build their personal brands.

Local special circumstances:
In Denmark, the American Football media market is influenced by the countrys relatively small size and limited interest in the sport compared to other European countries. However, the market is still able to thrive due to the countrys high internet and mobile penetration rates, which allow for easy access to streaming and online content. In the United States, the American Football media market is driven by its strong history and cultural significance, resulting in a highly competitive market with various media outlets vying for viewership and advertising revenue. Additionally, the countrys large geographic size and diverse population contribute to the popularity and widespread coverage of the sport.

Underlying macroeconomic factors:
With the rising popularity of American football globally, the American football media market is heavily influenced by macroeconomic factors. Technological advancements, such as live streaming capabilities and virtual reality experiences, have greatly enhanced the fan experience and propelled the growth of the market. Favorable government policies and investments in media infrastructure have also contributed to the success of the market in both Denmark and the United States. Furthermore, the strong economy and disposable income of both countries have created a demand for premium media content, leading to increased revenue for American football media companies.

Methodology

Data coverage:

The data encompasses B2B revenues. Figures are based on media spending from businesses to several clubs. That also includes the revenues from advertising as this is part of media and broadcasting contracts the individual clubs have with their respective leagues.

Modeling approach / Market size:

Market sizes are determined through a top-down approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, 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 ticket, price on sport goods). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, number of internet users, and internet consumption. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function or linear forecasting, as it fits the development of either strong growing markets or more sophistacted and saturated markets, such as soccer in Europe.

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 impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. 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). We also account for the different cycles of international tournaments, such as world cups or continent cups. Consumer Insights data is reweighted for representativeness.

Visión general

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