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AN OVERVIEW OF
ESPORTS IN EUROPE
FEATURING AN IN-DEPTH LOOK AT
FOUR OF EUROPE’S MOST VIBRANT
ESPORTS ECOSYSTEMS
SWEDEN POLAND SPAIN GERMANY
DECEMBER 2017
TABLE OF CONTENTS
1. Foreword 3
2. Key Facts About Europe 4
3. European Market Trends 6
4. Local Impact 10
5. Biggest Events 15
6. Using Consumer Insights 18
FOREWORD
A NEW PHASE FOR ESPORTS COMMENCES
Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY
market. The coming two years will be crucial in how fast it
grows into a multi-billion-dollar business. The key determining
factors are the success of local leagues and the franchising
approach, the implementation of regulations, the arrival of new
game formats and competition, the uptake of content rights
sales, team profitability, and the impact of industry convergence
involving traditional media, entertainment, telecom, and sports
companies. Depending on how these factors play out in the
coming year or two, esports’ growth could accelerate and reach
$2.4 billion in 2020 in an optimistic scenario, almost $1 billion
higher than the base scenario of $1.5 billion.
FOCUS COUNTRIES
WITH A VIBRANT LOCAL ESPORTS ECOSYSTEM
AND LONG-TERM LEGACY IN ESPORTS
Europe is a very different region
from other large markets such as WESTERN EUROPE NORTHERN EUROPE
North America or China, as it GERMANY SWEDEN
ONLINE POPULATION ONLINE POPULATION
represents more countries and 240.5M 30.6M
cultures than these two regions. It
is important to understand the
ESPORTS ENTHUSIASTS ESPORTS ENTHUSIASTS
implications of culture on favorite 13.1M 1.6M
687 1,086
PRO PLAYERS PRO PLAYERS
IN 2017, EUROPE
ACCOUNTS FOR
32%
OF THE GLOBAL ESPORTS
ECONOMY REVENUES
EUROPEAN ESPORTS AUDIENCE
EUROPE | FOR 2015, 2016, 2017, 2020 | Q3 2017
TOTAL
AUDIENCE
Europe will
TOTAL
+14.4% 60.3 account for
AUDIENCE
20%
MILLION
+18.4% YoY
YoY
42.5
MILLION
36.5 45.0 of the global
31.6 MILLION
MILLION esports audience
MILLION
34.4 in 2017
30.7 MILLION
25.2 MILLION
MILLION
©2017 Newzoo
TOTAL
$319
REVENUES MILLION
5%
TOTAL +27.3%
REVENUES
YoY
+65.1% 32%
27%
YoY $209
MILLION
$660M
$165 $146 2017
MILLION
MILLION
$100
MILLION $108
MILLION
INVOLVED TEAMS
The involvement of sports clubs and personalities, leagues, and
agencies will significantly accelerate the development of the
global esports industry and help local esports scenes grow.
Traditional sports clubs and leagues bring with them an
established local fan base, along with a well-known and
respected brand. By leveraging this, they can ensure their
esports initiatives are instantly perceived as top-level
competitions. Agencies bring their vast experience in sports
marketing to the space, telling stories around the teams and
players that suit their client base of sponsor brands.
69%
WERE NON-ENDEMIC
BRANDS
Ninjas in Pyjamas, or NiP, is Polish organization Virtus Pro is G2 Esports is the only team to Founded in 1997, SK Gaming
Sweden’s favorite team. Its the longest standing 5-man roster operate both the LCS and the is one of the oldest esports
teams mostly consist of in CS:GO to date, called the LVP. Through its founder Carlos organization to date, still
Swedish players, including its ‘’Golden Five’’. Its players have a ‘Ocelote’ Rodriguez, it has deep competing at the highest level
popular CS:GO team. very large following in Poland. Spanish roots. worldwide.
SOUTH
5 NIP EUROPE 5 LONGZHU 5 HOEJ EUROPE
KOREA
NORTH
6 NORTH EUROPE 6 EDG CHINA 6 DOG
AMERICA
NORTH
7 FNATIC EUROPE 7 INVICTUS CHINA 7 ZALAE
AMERICA
NORTH NORTH
8 MOUSESPORTS EUROPE 8 CLOUD 9 8 DRJIKININKI
AMERICA AMERICA
NORTH
9 OPTIC GAMING 9 G2 ESPORTS EUROPE 9 RDU EUROPE
AMERICA
LATIN
10 G2 ESPORTS EUROPE 10 LYON GAMING 10 THIJSNL EUROPE
AMERICA
26%
DO NOT PLAY ANY OF
THESE GAMES THEMSELVES
HOURS PRIZE
EVENT ORGANIZER MAIN GAME WATCHED ATTENDEES MONEY
2017 DreamHack Masters Malmo Dreamhack CS:GO 8.6M 13,000 $250K biggest events
Dota Pit League Season 5 Dota Pit Dota 2 4.4M 11,000 $140K
Dreamhack Winter 2017 IEM Katowice 2017 Dreamhack Valencia 2017 ESL One Cologne 2017
200+ VARIABLES
Newzoo’s esports consumer insights allows you to profile your audience on 200+ variables,
QUANTIFY
including demographics, media behavior, esports participation and viewership, favorite
POTENTIAL REACH
franchises, spending habits, and brand attitude. Find a factsheet with the full topic list here.
“Ultimately, we were able to quantify,
per country, the number of Esports
28 COUNTRIES DIRECT ACCESS & SUPPORT Enthusiasts who currently do not use
our product yet and could potentially
be reached through our envisaged
12-MONTHS ACCESS esports sponsorship.”
TO OUR CONSUMER
UNITED STATES CANADA SINGAPORE MEXCIO RUSSIA CHINA AUSTRALIA INSIGHTS
DASHBOARD
SPAIN ITALY SWEDEN TURKEY POLAND JAPAN ARGENTINA CROSSTABS & GRAPHS EXPORTABLE TO:
SUBSCRIBE FOCUS
MARKETING SPEND
BRAZIL MALAYSIA PHILIPPINES VIETNAM THAILAND TAIWAN INDIA
PER COUNTRY
$5000/YR
“Understanding the demographic
profile and complete media behavior
of the community around the major
CLICK HERE TO: GET A QUOTE >>
esports franchise allowed us to
CONTACT define our own target audience and
spend our sponsorship money most
effectively.”
WYBE SCHUTTE
VP BUSINESS DEVELOPMENT
WYBE@NEWZOO.COM
www.newzoo.com
Esports BAR is the world’s most efficient and meaningful B2B event bringing together top-level management people and opinion
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scheduled its third expanded edition in Cannes 12-14 February 2018.