The European esports audience is projected to reach 92 million viewers by the end of 2020, reflecting a 7.4% year-over-year growth rate.
See it on page 5The global esports market is forecast to grow from nearly €1 billion in 2020 to €1.6 billion by 2023, with European revenue following a similar trajectory.
See it on page 5Women comprise 32% of the European esports audience and demonstrate spending habits comparable to men, with 46% of female respondents reporting purchases.
See it on page 10Spending preferences are gender-distinct, as female viewers favor physical merchandise while male viewers prioritize digital items like skins and premium passes.
See it on page 10Esports engagement shows a strong correlation with traditional sports, as 64% of viewers maintain allegiance to both a traditional sports team and an esports team.
See it on page 12The European esports audience consists of 33 million enthusiasts who watch professional content more than once a month and 59 million occasional viewers.
See it on page 5The research demonstrates that European esports audiences are expanding rapidly, with a projected 92 million viewers by the end of 2020 and a 7.4 % year‑over‑year increase in total audience size. Esports enthusiasts—those who watch professional content more than once a month—constitute 33 million of this group, while occasional viewers make up the remaining 59 million. Revenue forecasts show a global esports market of nearly €1 billion in 2020, rising to €1.6 billion by 2023, with European figures mirroring this growth trajectory.
The study surveyed 10 175 participants aged 18‑45 across ten Western and Northern European countries (UK, Germany, France, Belgium, Netherlands, Spain, Italy, Norway, Finland, Sweden) over a one‑month period in mid‑2020. Respondents were nationally representative of esports viewers and classified as enthusiasts or occasional viewers based on monthly viewing frequency. The methodology included invitation‑only surveys, capturing data on viewing habits, spending behavior, gender participation, and COVID‑19 impacts.
Key findings reveal that women represent 32 % of the esports audience, predominantly as occasional viewers, yet they spend money at rates comparable to men (46 % of female respondents reported purchases). Female spenders favor physical merchandise, whereas male spenders lean toward digital items such as skins and premium passes. COVID‑19 lockdowns increased viewership in markets with stricter restrictions, and a majority of respondents anticipate continued engagement post‑lockdown.
The report underscores the strong link between traditional sports fandom and esports interest, noting that 64 % of viewers have a favorite sports team and 64 % have an esports team allegiance. Overall, the data highlight a highly engaged, growing audience with significant spending potential, offering brands a compelling opportunity to invest in esports marketing across Europe.