Sponsorship & Advertising - Netherlands

  • Netherlands
  • The Sponsorship & Advertising market in the Netherlands is forecasted to achieve a revenue of €6.1m by the year 2024.
  • It is anticipated that the market will exhibit an annual growth rate of 8.84% between 2024 and 2029, leading to a projected market volume of €9.4m by 2029.
  • With a market volume of €267.9m in 2024, the majority of revenue is generated China.
  • The average revenue per user (ARPU) is expected to be €0.4.
  • The Netherlands is experiencing a surge in Esports sponsorship and advertising, with companies targeting the country's tech-savvy and gaming-focused population.

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

 
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Analyst Opinion

In the eSports market in Netherlands, the Sponsorship & Advertising segment has experienced moderate growth, impacted by factors such as limited consumer awareness and slow adoption of digital technologies. However, as the market matures and awareness increases, we can expect to see a gradual rise in growth rates.

Customer preferences:
With the rise of online gaming and eSports in Netherlands, the Sponsorship & Advertising Market has seen a shift towards targeted and personalized advertising strategies. Brands are now leveraging social media influencers and popular gaming personalities to promote their products and services, as this resonates more with the younger demographic. Additionally, there is a growing trend of incorporating in-game advertisements and sponsorships, as gamers spend more time engaged in virtual worlds. This change reflects the increasing influence of digital media and the growing importance of reaching consumers through their preferred channels.

Trends in the market:
In the Netherlands, the Sponsorship & Advertising market within the eSports market is experiencing a surge in partnerships between traditional sports leagues and eSports organizations. This trend is expected to continue as more traditional sports teams seek to tap into the rapidly growing eSports audience. Additionally, there is a focus on native advertising and influencer marketing, where brands are leveraging the reach and influence of popular eSports players to promote their products. As the eSports market continues to expand, these trends will likely result in increased revenue opportunities and a more diverse range of advertising strategies for industry stakeholders.

Local special circumstances:
In the Netherlands, the sponsorship and advertising market within the eSports market is heavily influenced by the country's strong economy and high level of technological advancement. This has led to a highly competitive market, with a focus on innovative and interactive advertising strategies. Additionally, the Dutch culture places a strong emphasis on gaming and digital entertainment, making it a prime market for eSports sponsorship and advertising. The country's liberal regulatory environment also allows for more creative and unconventional marketing tactics, further driving the growth of the market.

Underlying macroeconomic factors:
The Sponsorship & Advertising Market within the eSports Market in Netherlands is heavily influenced by macroeconomic factors such as global economic trends, national economic health, fiscal policies, and financial indicators. The country's stable economy and strong investment in the eSports industry have contributed to the growth of the market. Additionally, supportive regulatory policies and increasing popularity of eSports among the younger population have attracted investments from major brands, driving the growth of the Sponsorship & Advertising Market. However, any fluctuations in the global economy or changes in fiscal policies could have a significant impact on the market's performance.

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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