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Lun - Ven, 9:00 - 18:00 h (EST)
Lun - Ven, 9:00 - 17:00 h (SGT)
Lun - Ven, 10:00 - 18:00 h (JST)
Lun - Ven, 9:00 - 18:00 h (GMT)
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Key regions: South Korea, United Kingdom, India, Europe, United States
The eSports market in Canada is seeing moderate growth, hindered by factors such as limited sponsorship and advertising opportunities. Despite the rising interest in eSports, the market's growth rate remains subdued. This can be attributed to the challenges faced by companies in finding suitable sponsors and advertisers within the industry.
Customer preferences: As the popularity of eSports continues to rise, there has been a significant increase in the demand for sponsorships and advertising within the market. Brands are now realizing the potential of reaching a highly engaged and tech-savvy audience through partnerships with eSports teams and events. This trend is further fueled by the shifting demographics of eSports viewers, with a growing number of female and older viewers joining the fanbase. As a result, we can expect to see more targeted and diverse marketing strategies in the Sponsorship & Advertising Market within the eSports Market in the coming years.
Trends in the market: In Canada, the eSports market is experiencing a surge in sponsorship and advertising, with major brands recognizing the potential of reaching a highly engaged and loyal audience. This trend is expected to continue, as more companies invest in eSports marketing strategies to connect with younger demographics. As a result, we are seeing a rise in creative and innovative approaches to sponsorships and advertisements within the eSports industry, including in-game branding, influencer partnerships, and event sponsorships. The significance of this trend is twofold - not only does it provide a new revenue stream for eSports organizations, but it also solidifies the legitimacy and growth potential of the industry. For industry stakeholders, this trend presents an opportunity to tap into the lucrative eSports market and establish long-term partnerships with brands. However, it also poses challenges in terms of regulations and maintaining the integrity of the eSports space. As such, it will be crucial for stakeholders to carefully navigate this landscape and strike a balance between commercialization and maintaining the authenticity of the eSports community.
Local special circumstances: In Canada, the eSports market is heavily influenced by the country's strong gaming culture and high internet penetration rate. This has led to a thriving market for eSports sponsorships and advertising, with major brands investing in partnerships with Canadian teams and tournaments. Additionally, Canada's strict regulations on tobacco and alcohol advertising have prompted brands to turn to eSports as a way to reach young, tech-savvy audiences without facing restrictions. With its unique blend of a strong gaming community and regulatory environment, Canada offers a dynamic landscape for the growth of the Sponsorship & Advertising Market within the eSports Market.
Underlying macroeconomic factors: The Sponsorship & Advertising Market within the eSports Market in Canada is heavily influenced by macroeconomic factors such as the overall economic health of the country, government policies, and global economic trends. Canada's strong economic stability and favorable regulatory environment have attracted significant investments in the eSports industry, leading to a thriving Sponsorship & Advertising Market. Additionally, the growing popularity of eSports among the younger demographics and the increasing accessibility of digital media platforms have also contributed to the growth of this market. As the global eSports market continues to expand, Canada is expected to remain a key player due to its robust economic environment and government support for the eSports industry.
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.Lun - Ven, 9:00 - 18:00 h (EST)
Lun - Ven, 9:00 - 18:00 h (EST)
Lun - Ven, 9:00 - 17:00 h (SGT)
Lun - Ven, 10:00 - 18:00 h (JST)
Lun - Ven, 9:00 - 18:00 h (GMT)
Lun - Ven, 9:00 - 18:00 h (EST)