Esports gained in scope and notoriety in Belgium during the pandemic – ICT actualité
E-sports have gained in scope and notoriety in Belgium during the Covid-19 pandemic, the Deloitte consulting office observed on Wednesday following a European survey last summer among more than 20,000 consumers. Some 57% of the Belgian public watched it for the first time in 2020 or 2021. The country is considered as a developing market in this niche rather than as a pioneer, with a penetration rate of exposure to e -sport by 27%, 12% of 16 to 65 year olds being regular consumers of this type of content.
Unlike the flourishing Belgian gaming market, the e-sport market does not yet have the same type of international exposure, Deloitte analyzes. The Belgian gaming market concerned more than 5.25 million players representing a total of 662 million euros of revenue for 2020. In the world ranking, Belgium is in 25th place, with China in first place.
Consumers in the flat country, on the other hand, are gradually finding their way to this type of content, 28% of Belgians (aged 16 to 65) being familiar with e-sports and their definition. However, this figure is still quite low compared to Switzerland (41%) and the Nordic countries (43%), finds the consultation office. It should also be noted that a quarter (27%) of Belgians have been exposed to e-sport content and a little more than a tenth (12%) regarding at least once a week.
Slightly less than half (46%) of people who had already been exposed to e-sports before the onset of Covid-19 further increased their consumption during the pandemic, notes Deloitte.
“The Covid-19 pandemic started an increase in time spent at home as many public leisure activities were closed. Esports, on the other hand, is a digital platform and was available around the clock, 7 days a week. This has allowed more people to explore the world of esports, “interpreter Vincent Fosty of Deloitte. According to him, it was only in Hungary, the Netherlands and the United Kingdom that the pandemic caused an even greater increase in “e-sport penetration”.
The revenue potential of esports is currently limited. Nevertheless, there are clear signs of the growing potential in the Belgian market, according to the consulting office. Today, 19% of Belgians aged 16 to 65 have already made a purchase related to e-sport, such as an entry ticket for a tournament of this kind or a subscription to this type of streaming content. , which is more than consumers in Germany or the Netherlands. In this category, Spain and Poland lead with 26% each.
Unlike the flourishing Belgian gaming market, the e-sport market does not yet have the same type of international exposure, Deloitte analyzes. The Belgian gaming market concerned more than 5.25 million players representing a total of 662 million euros in revenue for 2020. In the world ranking, Belgium occupies 25th place, with China in first place. However, flat countries are gradually finding their way to this type of content, 28% of Belgians (aged 16 to 65) being familiar with e-sports and their definition. However, this figure is still quite low compared to Switzerland (41%) and the Nordic countries (43%), finds the consultation office. It should also be noted that a quarter (27%) of Belgians have been exposed to e-sport content and a little more than a tenth (12%) regarding at least once a week. (46%) of people who had already been exposed to e-sports before the onset of Covid-19 further increased their consumption during the pandemic, continues Deloitte. “At home, many public leisure activities were closed. world of e-sport “, interprets Vincent Fosty, of Deloitte. According to him, it was only in Hungary, the Netherlands and the United Kingdom that the pandemic caused an even greater increase in “esports penetration”. The income potential of sports electronic is currently limited. Nevertheless, there are clear signs of the growing potential in the Belgian market, according to the consulting office. Today, 19% of Belgians aged 16 to 65 have already made a purchase related to e-sport, such as an entry ticket for a tournament of this kind or a subscription to this type of streaming content. , which is more than consumers in Germany or the Netherlands. In this category, Spain and Poland lead with 26% each.