Sponsorship & Advertising - Asia

  • Asia
  • In Asia, revenue in the Sponsorship & Advertising market market is projected to reach €419.2m in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.21%, leading to a projected market volume of €515.3m by 2029.
  • China is expected to generate most of the revenue, with a projected market volume of €267.9m in 2024.
  • The average revenue per user (ARPU) is anticipated to amount to 0.00.
  • In Asia, particularly in countries like South Korea, the growing popularity of eSports is significantly enhancing brand engagement through innovative sponsorship strategies.

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

 
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Analyst Opinion

The eSports market in Asia is seeing minimal growth due to declining sponsorships and advertising. Factors such as oversaturation of the market and shifting consumer interests are impacting the growth rate.

Customer preferences:
As the eSports market continues to grow in popularity and reach, there has been a significant increase in demand for online and digital sponsorship and advertising opportunities. Brands are recognizing the potential of this market to reach a highly engaged and tech-savvy audience, leading to a surge in partnerships and campaigns. Additionally, with the rise of mobile gaming and the prevalence of online streaming platforms, there is a shift towards targeted and personalized advertising strategies within the eSports industry.

Trends in the market:
In Asia, the eSports market is witnessing a surge in sponsorship and advertising, with companies investing heavily in partnerships with popular teams and players. This trend is expected to continue, fueled by the growing popularity of eSports and its potential for reaching a young and tech-savvy audience. The rise of mobile gaming and live streaming platforms has also opened up new opportunities for advertising and sponsorships. This trend is significant for industry stakeholders as it highlights the potential for revenue growth in the eSports market and the increasing importance of branding and marketing in the industry. However, it also raises concerns about potential oversaturation and the need for effective targeting and measurement of advertising efforts.

Local special circumstances:
In China, the eSports market is heavily influenced by the country's large population and high internet penetration rate. This has led to the rise of popular eSports teams, players, and events that attract millions of viewers and generate significant revenue through sponsorships and advertising. In South Korea, the eSports market is deeply ingrained in the country's culture, with government support and a strong infrastructure for professional gaming. This has also led to a strong presence of sponsorships and advertising in the market, with companies targeting the country's passionate eSports fan base through various channels.

Underlying macroeconomic factors:
The Sponsorship & Advertising Market within the eSports Market in Asia is strongly influenced by macroeconomic factors such as the region's economic growth, government policies, and investment in the gaming industry. Countries with a strong economy and supportive policies for the eSports market, such as China and South Korea, are experiencing rapid growth in sponsorship and advertising. On the other hand, countries with weaker economies and limited investments in eSports, such as some Southeast Asian countries, are facing challenges in attracting sponsors and advertisers. Additionally, the increasing popularity of eSports among the younger population and the growing digitalization of media consumption are also contributing to the growth of the Sponsorship & Advertising Market within the eSports Market in Asia.

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.

Vue d’ensemble

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