Esports - Portugal

  • Portugal
  • In Portugal, revenue in the Esports market is projected to reach €16.7m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.83%, which would result in a projected market volume of €22.1m by 2029.
  • The largest market within this market is Esports Betting, which is anticipated to have a market volume of €11.1m in 2024.
  • Most of the revenue is generated the United States, with a projected market volume of €982.1m in 2024.
  • In the Esports market, the number of users in Portugal is expected to amount to 2,906.0k users by 2029.
  • User penetration in Portugal will be 24.1% in 2024 and is expected to increase to 28.8% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to €6.78.
  • Portugal is witnessing a surge in grassroots esports initiatives, fostering local talent and community engagement, which is reshaping the competitive landscape.

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

 
Marché
 
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Comparaison de régions
 
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Analyst Opinion

The eSports market in Portugal is experiencing moderate growth, influenced by factors such as increasing interest in digital entertainment, the convenience of online access, and the rise of competitive gaming. However, subdued growth may be impacted by regulatory challenges and the dominance of established markets in Europe.

Customer preferences:
The popularity of eSports in Portugal has led to a rise in demand for virtual coaching and training services, as well as online competitions and tournaments. This trend is driven by the desire for convenient and accessible ways to improve gaming skills and connect with other players. Additionally, the growing presence of streaming platforms and social media in the eSports industry highlights the importance of digital engagement and community building for players and fans alike.

Trends in the market:
In Portugal, the eSports market is experiencing a surge in popularity, with a growing number of events and tournaments being organized. This trend is expected to continue as the country invests in developing its eSports infrastructure and attracting international competitions. Additionally, there is a rising trend of using virtual reality technology in eSports, providing a more immersive experience for players and viewers alike. This trend has significant implications for industry stakeholders, as it opens up new opportunities for revenue generation and audience engagement. Furthermore, it highlights the potential for eSports to become a mainstream form of entertainment in Portugal.

Local special circumstances:
In Portugal, the eSports market is thriving due to the country's strong gaming culture and government support for the industry. With a high percentage of the population actively engaged in gaming, Portugal has a large pool of potential players and fans. Additionally, the country's geographical location and close ties to other European markets allow for easy access to international competitions and events. The regulatory environment in Portugal is also favorable for eSports, with minimal restrictions and a growing number of eSports organizations and tournaments. These unique factors contribute to the growth and success of the eSports market in Portugal, setting it apart from other markets in Europe.

Underlying macroeconomic factors:
The eSports market in Portugal is affected by macroeconomic factors such as technological advancements, government support, and investment in infrastructure. Countries with favorable regulatory environments and strong investment in eSports technology are experiencing faster market growth compared to regions with regulatory challenges and limited funding. Moreover, the rise in popularity of eSports among younger generations and the increasing accessibility of online gaming are driving the demand for eSports in Portugal, contributing to its economic growth. Additionally, the growing number of international eSports events and tournaments hosted in Portugal also brings in revenue and boosts the country's economy.

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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