Esports - Ireland

  • Ireland
  • In 2024, the Esports market in Ireland is projected to reach a revenue of €23.1m.
  • This revenue is expected to grow annually at a rate of 6.86% (CAGR 2024-2029), resulting in a projected market volume of €32.2m by 2029.
  • Among the various segments of the Esports market, Esports Betting is the largest, with a market volume of €15.4m in 2024.
  • The United States generates the highest revenue in the Esports market, with a projected market volume of €992.4m in 2024.
  • By 2029, the number of Esports market users in Ireland is expected to reach 1,985.0k users.
  • The user penetration rate, which is the percentage of the population engaged in Esports market, is projected to be 31.3% in 2024 and is expected to increase to 37.9% by 2029.
  • The average revenue per user (ARPU) in the Esports market is expected to be €14.50.
  • Ireland's growing tech industry and strong gaming culture have created a fertile ground for the rapid growth of the Esports market, with a surge in local tournaments and professional teams.

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

 
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Analyst Opinion

The eSports market in Ireland is currently experiencing steady growth, driven by factors such as increasing popularity of digital technologies, growing interest in competitive gaming, and the convenience of online services. However, subdued growth rates can be attributed to challenges such as limited sponsorships and advertising opportunities, lack of mainstream media coverage, and regulations around betting.

Customer preferences:
As the popularity of eSports continues to rise in Ireland, there has been a shift towards a more diverse and inclusive gaming culture. This is reflected in the increasing number of female and LGBTQ+ players, as well as the growing presence of diverse representation in games. This trend is driven by a desire for inclusivity and representation, as well as a recognition of the potential for a more diverse player base to drive innovation and growth in the industry.

Trends in the market:
In Ireland, the eSports market is experiencing a surge in popularity, with a growing number of professional teams, tournaments, and viewership. This trend is expected to continue as the country's infrastructure for high-speed internet and gaming technology improves. As a result, there is a significant increase in investments and sponsorships from major brands and companies, signaling the market's potential for growth. Industry stakeholders, including game developers, event organizers, and eSports organizations, stand to benefit from this trend and should continue to capitalize on the expanding audience and market potential in Ireland.

Local special circumstances:
In Ireland, the eSports market is gaining traction due to the country's strong tech-savvy population and high internet penetration rate. This has led to the emergence of local eSports teams and tournaments, with a particular focus on popular games like League of Legends and Counter-Strike. Moreover, Ireland's favorable tax policies for gaming companies have attracted international eSports events to the country. However, strict gambling regulations have hindered the growth of eSports betting in Ireland, making it a unique factor in the market compared to other countries.

Underlying macroeconomic factors:
The eSports market in Ireland is heavily influenced by macroeconomic factors such as the country's economic stability, government support, and investment in technology infrastructure. Countries with a strong economy and supportive government policies are experiencing rapid growth in their eSports industry, while countries with economic challenges and limited government support are facing slower growth. Additionally, the rising popularity of eSports globally has created a demand for advanced technology and infrastructure, making it crucial for Ireland to invest in these areas to remain competitive in the market. Furthermore, the increasing popularity of eSports among younger generations and the growing number of digital natives in the population contribute to the market's growth potential in Ireland.

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.

Vue d’ensemble

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