The Nordics eSports market is set to project a CAGR of 22.77% during the forecast period, 2022-2028. ESports is considered very inherent to Nordic countries. Also, Nordics have a well-established gaming landscape.

NORDICS ESPORTS MARKET FORECAST 2022-2028

Nordics Esports Market by Revenue Streams (Sponsorship, Media Rights, Merchandise & Tickets, Publisher Fees, Advertising) Market by Genre (Multiplayer Online Battle Arena, First-person Shooter, Battle Royale Game, Real-time Strategy, Other Genres) Market by Device (Console, Personal Computer, Mobile) Market by Gender (Male Participants, Female Participants) Market by Age Group (16-24 Age Group, 25-34 Age Group, 35-44 Age Group, 44 and Above Age Group)

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The Nordics eSports market is set to project a CAGR of 22.77% during the forecast period, 2022-2028. ESports is considered very inherent to Nordic countries. Also, Nordics have a well-established gaming landscape.

nordics-esports-market

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The Nordic countries have the highest eSports awareness in Europe. Also, the prize money involved is another significant factor contributing to the increasing market demands in the region, particularly among the young population. For instance, four out of five eSports consumers are below 40. In addition, the pandemic raised the eSports viewership and awareness in the region, with over one-third of the population getting introduced to eSports.

Further, Nordic teams have a strong presence at top-tier competitions. In countries like Norway, advocating gaming and eSports as efficient tools against social injustice has resulted in the funding of many eSports and gaming initiatives in line with technology, health, and education. For instance, many high schools and universities have customized education programs for eSports athletes. Also, shooter games dominate the Nordics. Such factors constitute the market prospects of Nordics.

Supercell is a video game developer well-known for its highly competent development and operations teams. The company is in charge of the world finals, the Clash Royale League of West, and the Clash Royale League of Asia. It has offices in Shanghai, Seoul, Tokyo, and San Francisco, with headquarters in Helsinki, Finland.

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    1. RESEARCH SCOPE & METHODOLOGY
      • STUDY OBJECTIVES
      • SCOPE OF STUDY
      • METHODOLOGY
      • ASSUMPTIONS & LIMITATIONS
    2. EXECUTIVE SUMMARY
      • MARKET SIZE & ESTIMATES
      • COUNTRY SNAPSHOT
      • COUNTRY ANALYSIS
      • KEY GROWTH ENABLERS
      • KEY CHALLENGES
    3. KEY ANALYTICS
      • IMPACT OF COVID-19 ON ESPORTS MARKET
      • KEY MARKET TRENDS
      • PORTER’S FIVE FORCES ANALYSIS
        • BUYERS POWER
        • SUPPLIERS POWER
        • SUBSTITUTION
        • NEW ENTRANTS
        • INDUSTRY RIVALRY
      • OPPORTUNITY MATRIX
      • VENDOR LANDSCAPE
    4. MARKET BY REVENUE STREAMS
      • SPONSORSHIP
      • MEDIA RIGHTS
      • MERCHANDISE & TICKETS
      • PUBLISHER FEES
      • ADVERTISING
    5. MARKET BY GENRE
      • MULTIPLAYER ONLINE BATTLE ARENA
      • FIRST-PERSON SHOOTER
      • BATTLE ROYALE GAME
      • REAL-TIME STRATEGY
      • OTHER GENRES
    6. MARKET BY DEVICE
      • CONSOLE
      • PERSONAL COMPUTER
      • MOBILE
    7. MARKET BY GENDER
      • MALE PARTICIPANTS
      • FEMALE PARTICIPANTS
    8. MARKET BY AGE GROUP
      • 16-24 AGE GROUP
      • 25-34 AGE GROUP
      • 35-44 AGE GROUP
      • 44 AND ABOVE AGE GROUP
    9. COMPETITIVE LANDSCAPE
      • KEY STRATEGIC DEVELOPMENTS
        • MERGERS & ACQUISITIONS
        • PRODUCT LAUNCHES & DEVELOPMENTS
        • PARTNERSHIPS & AGREEMENTS
        • BUSINESS EXPANSIONS & DIVESTITURES
      • COMPANY PROFILES
        • ACTIVISION BLIZZARD
        • CAPCOM CO LTD
        • ELECTRONIC ARTS
        • EPIC GAMES
        • NINTENDO CO LTD
        • PSYONIX
        • RIOT GAMES INC
        • SUPERCELL
        • TAKE-TWO INTERACTIVE
        • VALVE CORPORATION

    LIST OF TABLES

    TABLE 1: MARKET SNAPSHOT – ESPORTS

    TABLE 2: NORDICS ESPORTS MARKET, BY REVENUE STREAMS, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)

    TABLE 3: NORDICS ESPORTS MARKET, BY REVENUE STREAMS, FORECAST YEARS, 2022-2028 (IN $ MILLION)

    TABLE 4: NORDICS ESPORTS MARKET, BY GENRE, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)

    TABLE 5: NORDICS ESPORTS MARKET, BY GENRE, FORECAST YEARS, 2022-2028 (IN $ MILLION)

    TABLE 6: NORDICS ESPORTS MARKET, BY DEVICE, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)

    TABLE 7: NORDICS ESPORTS MARKET, BY DEVICE, FORECAST YEARS, 2022-2028 (IN $ MILLION)

    TABLE 8: NORDICS ESPORTS MARKET, BY GENDER, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)

    TABLE 9: NORDICS ESPORTS MARKET, BY GENDER, FORECAST YEARS, 2022-2028 (IN $ MILLION)

    TABLE 10: NORDICS ESPORTS MARKET, BY AGE GROUP, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)

    TABLE 11: NORDICS ESPORTS MARKET, BY AGE GROUP, FORECAST YEARS, 2022-2028 (IN $ MILLION)

    TABLE 12: KEY PLAYERS OPERATING IN NORDICS ESPORTS MARKET

    TABLE 13: LIST OF MERGERS & ACQUISITIONS

    TABLE 14: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS

    TABLE 15: LIST OF PARTNERSHIPS & AGREEMENTS

    TABLE 16: LIST OF BUSINESS EXPANSIONS & DIVESTITURES)                                   

    LIST OF FIGURES

    FIGURE 1: KEY MARKET TRENDS

    FIGURE 2: PORTER’S FIVE FORCES ANALYSIS

    FIGURE 3: OPPORTUNITY MATRIX

    FIGURE 4: VENDOR LANDSCAPE

    FIGURE 5: NORDICS ESPORTS MARKET, GROWTH POTENTIAL, BY REVENUE STREAMS, IN 2021

    FIGURE 6: NORDICS ESPORTS MARKET, BY SPONSORSHIP, 2022-2028 (IN $ MILLION)

    FIGURE 7: NORDICS ESPORTS MARKET, BY MEDIA RIGHTS, 2022-2028 (IN $ MILLION)

    FIGURE 8: NORDICS ESPORTS MARKET, BY MERCHANDISE & TICKETS, 2022-2028 (IN $ MILLION)

    FIGURE 9: NORDICS ESPORTS MARKET, BY PUBLISHER FEES, 2022-2028 (IN $ MILLION)

    FIGURE 10: NORDICS ESPORTS MARKET, BY ADVERTISING, 2022-2028 (IN $ MILLION)

    FIGURE 11: NORDICS ESPORTS MARKET, GROWTH POTENTIAL, BY GENRE, IN 2021

    FIGURE 12: NORDICS ESPORTS MARKET, BY MULTIPLAYER ONLINE BATTLE ARENA, 2022-2028 (IN $ MILLION)

    FIGURE 13: NORDICS ESPORTS MARKET, BY FIRST-PERSON SHOOTER, 2022-2028 (IN $ MILLION)

    FIGURE 14: NORDICS ESPORTS MARKET, BY BATTLE ROYALE GAME, 2022-2028 (IN $ MILLION)

    FIGURE 15: NORDICS ESPORTS MARKET, BY REAL-TIME STRATEGY, 2022-2028 (IN $ MILLION)

    FIGURE 16: NORDICS ESPORTS MARKET, BY OTHER GENRES, 2022-2028 (IN $ MILLION)

    FIGURE 17: NORDICS ESPORTS MARKET, GROWTH POTENTIAL, BY DEVICE, IN 2021

    FIGURE 18: NORDICS ESPORTS MARKET, BY CONSOLE, 2022-2028 (IN $ MILLION)

    FIGURE 19: NORDICS ESPORTS MARKET, BY PERSONAL COMPUTER, 2022-2028 (IN $ MILLION)

    FIGURE 20: NORDICS ESPORTS MARKET, BY MOBILE, 2022-2028 (IN $ MILLION)

    FIGURE 21: NORDICS ESPORTS MARKET, GROWTH POTENTIAL, BY GENDER, IN 2021

    FIGURE 22: NORDICS ESPORTS MARKET, BY MALE PARTICIPANTS, 2022-2028 (IN $ MILLION)

    FIGURE 23: NORDICS ESPORTS MARKET, BY FEMALE PARTICIPANTS, 2022-2028 (IN $ MILLION)

    FIGURE 24: NORDICS ESPORTS MARKET, GROWTH POTENTIAL, BY AGE GROUP, IN 2021

    FIGURE 25: NORDICS ESPORTS MARKET, BY 16-24 AGE GROUP, 2022-2028 (IN $ MILLION)

    FIGURE 26: NORDICS ESPORTS MARKET, BY 25-34 AGE GROUP, 2022-2028 (IN $ MILLION)

    FIGURE 27: NORDICS ESPORTS MARKET, BY 35-44 AGE GROUP, 2022-2028 (IN $ MILLION)

    FIGURE 28: NORDICS ESPORTS MARKET, BY 44 AND ABOVE AGE GROUP, 2022-2028 (IN $ MILLION)       

    1. MARKET BY REVENUE STREAMS
      • SPONSORSHIP
      • MEDIA RIGHTS
      • MERCHANDISE & TICKETS
      • PUBLISHER FEES
      • ADVERTISING
    2. MARKET BY GENRE
      • MULTIPLAYER ONLINE BATTLE ARENA
      • FIRST-PERSON SHOOTER
      • BATTLE ROYALE GAME
      • REAL-TIME STRATEGY
      • OTHER GENRES
    3. MARKET BY DEVICE
      • CONSOLE
      • PERSONAL COMPUTER
      • MOBILE
    4. MARKET BY GENDER
      • MALE PARTICIPANTS
      • FEMALE PARTICIPANTS
    5. MARKET BY AGE GROUP
      • 16-24 AGE GROUP
      • 25-34 AGE GROUP
      • 35-44 AGE GROUP
      • 44 AND ABOVE AGE GROUP

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