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About this event

DreamHack Stockholm (Gaming Lifestyle Festival)

Event Overview

DreamHack Stockholm is an international gaming lifestyle festival that blends competition, community, and creative culture under one roof. DreamHack positions the experience around the idea that gaming is not only about leaderboards or esports results, but also about the moments shared with friends, the creativity showcased by creators and cosplayers, and the energy of a live crowd.

The official event page states: Stockholm • Nov 27–29 and provides an attendance benchmark for the prior edition—over 60,000 people coming from 70 countries—with expectations that DreamHack Stockholm 2026 will be even more immersive and expansive.

Dates

November 27–29, 2026

Location (City & Country)

City: Stockholm
Country: (Not explicitly stated in the provided source text, so we keep this blank rather than guess.)

Venue

Venue: (Not explicitly stated in the provided source text, so we keep this blank rather than guess.)

Event Type & Format

DreamHack Stockholm includes multiple parallel “tracks” that cater to different gaming audiences. Based on the official website’s event themes and the broader DreamHack festival structure, the event experience typically includes:

  • Gaming and esports culture (competitive content and tournament-style programming)
  • Expo (a festival floor designed for brands/partners and interactive gaming engagement)
  • Creators (creator visibility and content ecosystem representation)
  • Cosplay (creative costume culture and cosplay programming)
  • Music and creator showcases (where applicable by the festival’s year/programming)

The event is presented as a large-scale, multi-day “festival” rather than a narrow business-only conference—meaning audience behavior and engagement typically include both entertainment and community participation alongside any brand activations or partner programming that take place onsite.

Who Attends (Buyers / Attendees)

DreamHack Stockholm is primarily driven by gamers and gaming community members, but it also attracts business-relevant participants because gaming brands and ecosystem partners often need direct access to highly engaged audiences.

Attendees (community-facing):

  • Gaming enthusiasts across multiple genres and skill levels (casual players and hardcore fans)
  • Esports fans and spectators following live competitive moments
  • Creators and content community participants (streaming/content culture)
  • Cosplayers and costume community participants
  • Friends and community groups traveling together for a weekend festival experience

Buyer-relevant participants (ecosystem-facing):

  • Brand and marketing decision-makers looking for direct engagement with gaming audiences
  • Esports and gaming ecosystem stakeholders (publisher/brand partnerships, talent, and sponsorship decision-makers)
  • Creators and media stakeholders seeking exposure and collaboration opportunities
  • Community and event partners (technology, hardware, peripherals, platforms, and digital services)

For attendee-list or buyer-list research, DreamHack-style events generally perform best when targeting people connected to sponsorship, partnerships, marketing, creator programs, esports relations, audience/community growth, and brand activations—rather than purely “industrial” procurement roles.

Where the Show Is Happening + Attendee Geographic Origin

City: Stockholm (as listed)
Country: (Not explicitly stated in the provided text.)
Venue: (Not explicitly stated in the provided text.)

The official website provides a clear benchmark for attendee international reach:

  • Over 60,000 people came to DreamHack Stockholm from 70 countries (for the 2025 event, used as a reference point on the Stockholm event page).
  • For Stockholm 2026, DreamHack states it “promises to deliver an even more immersive and expansive experience,” indicating that international demand is expected to remain strong.

Audience Reach (Local / National / Global)

DreamHack Stockholm is best categorized as global reach with a strong international pull. The official page highlights the scale and international mix:

  • Global: attendees coming from 70 countries
  • International destination quality: meaning it is not limited to local Stockholm-area visitors
  • Community gravity: gaming festivals attract participants who travel specifically for content, competitions, creator/cosplay culture, and the festival environment

Estimated Attendance (Expected Total Footfall)

The provided source text gives a specific benchmark:

  • Over 60,000 people came from 70 countries (reference: success of the 2025 event)
  • For DreamHack Stockholm 2026, the page states it “promises to deliver an even more immersive and expansive experience,” but it does not provide a new 2026 numeric forecast in the supplied text.

Therefore, for research modeling using only the provided information, we treat 60,000+ as the known historical benchmark and describe 2026 as likely to be at least comparable, with potential growth implied by the wording.

Key Focus Areas & Buyer Engagement

DreamHack communicates a multi-dimensional festival purpose: building shared moments, celebrating creativity (cosplay), spotlighting creators, and sustaining esports energy through live competitive programming. That translates into several practical “engagement zones” where brand and partner involvement tends to matter.

Key focus areas

  • Esports & competition culture: live competitive moments that produce high attention and social sharing
  • Gaming expo & partner activations: interactive brand presence and product demonstration opportunities (where partners participate)
  • Creator ecosystem: creators and content culture that supports long-tail audience reach
  • Cosplay & creative community: visually engaging, community-driven experiences that encourage participation and photography/social content
  • Music & festival entertainment: increases dwell time and broadens audience appeal beyond competitive audiences

How buyers typically engage (buyer intent signals)

  • Sponsorship and partnership: presence tied to audience attention and brand affinity
  • Brand activations: interactive booths and engagement mechanics aimed at product discovery and community participation
  • Creator-related collaborations: visibility tied to content ecosystems, promotional cycles, and audience growth
  • Community storytelling: aligning with the “We Play Together” festival narrative to build brand trust and cultural relevance

Buyer & Audience Targeting Implications (Research Use)

DreamHack Stockholm’s audience composition suggests a strong advantage for buyer research that focuses on roles and companies connected to:

  • Gaming marketing and brand partnerships
  • Creator marketing / influencer marketing and creator program management
  • Esports partnership management and esports program direction
  • Gaming hardware, peripherals, and technology ecosystems that benefit from direct community engagement
  • Community and entertainment brands that need high participation and shareable moments

Because the official source text emphasizes global attendance and large cross-country participation, buyer targeting can be particularly effective for companies with international marketing ambitions, localization needs, or pan-regional esports/creator strategies.

Client Product Fit (Buyer List Research Note)

To recommend the “best buyers” aligned with your client requirements, we need the client’s website (and preferably a short product/service description). The event audience includes many gaming and culture stakeholders, so buyer relevance changes significantly depending on whether the client sells:

  • Hardware/peripherals/software for gamers (best-fit roles usually include brand, partnership, product marketing)
  • Creator tools, streaming, or audience platforms (best-fit roles usually include creator partnerships and platform marketing)
  • Gaming brands, publishing, or esports sponsorship services (best-fit roles usually include esports partnerships and sponsorship management)
  • Training, employment, or workforce programs (best-fit roles usually include HR/learning/program management; however, DreamHack is more lifestyle/entertainment-centric than traditional job events)

If you share your client website, we can then align buyer profiles to the exact demand drivers relevant to DreamHack Stockholm and produce the buyer-company shortlists for your outreach strategy.

Summary Snapshot

  • Event: DreamHack Stockholm
  • Dates: November 27–29, 2026
  • City: Stockholm
  • Venue: Not specified in the provided source text
  • International attendance benchmark (from 2025): 60,000+ attendees from 70 countries
  • Audience reach classification: Global / international destination event
  • Core experience themes: Gaming, esports culture, expo, creators, cosplay, and festival entertainment

Data sheet

DreamHack Stockholm – Event Attendee & Buyer Profile Analysis
Event date: November 27–29, 2026
Location: Stockholm, Sweden
Event status: Upcoming
Research date: July 1, 2026
Event Overview
Event Name DreamHack Stockholm
Event Date November 27–29, 2026
Event Status Upcoming
Venue Not publicly confirmed in the supplied official homepage text
City Stockholm
State / Region Stockholm County
Country Sweden
Organizer DreamHack / ESL FACEIT Group
Official Event Website dreamhack.com
Event Type Gaming festival, expo, esports, creator and community event
Primary Category Entertainment & Media
Secondary Applicable Categories IT & Technology; Business Services; Education & Training
Audience Reach Global
Estimated Attendance / Expected Footfall Attendance figure not publicly confirmed by the organizer for the 2026 edition. Prior-year official homepage text states DreamHack Stockholm 2025 had over 60,000 people from 70 countries.
Attendance Data Reliability Moderate for historical evidence; low for current-year attendance since 2026 footfall has not been confirmed publicly
Main Purpose of Event Gaming community gathering, esports competition, creator engagement, brand activation, product discovery, and lifestyle entertainment
About the Event

DreamHack Stockholm is part of the DreamHack festival series, a large-scale gaming lifestyle event that combines esports, gaming culture, cosplay, creator content, and expo-style brand activations. The official site positions the event as a “We Play Together” experience, with the Stockholm edition presented as one of DreamHack’s flagship festivals.

The event matters because it brings together consumers, gaming enthusiasts, creators, competitive players, brands, and technology vendors in a high-energy environment that supports audience engagement, sponsorship, product launches, and community-driven marketing. For suppliers and B2B sellers, the event is relevant for reaching gaming hardware buyers, media and creator partners, retail channels, distributors, consumer tech brands, and organizations seeking youth and gaming audience exposure.

1. Who Attends: Buyers / Attendees
Buyer / Attendee Segment Typical Organizations Buying Role or Influence Relevance to Exhibitors / Suppliers
Gaming publishers and studios Game developers, publishers, live-service operators Partnerships, marketing, sponsorship, community, esports High-value for marketing, activation, event tech, and creator partnerships
Hardware and peripheral brands PC OEMs, GPU makers, monitors, keyboards, headsets, chairs Category, channel, and brand marketing leaders Directly aligned with product demos, sponsorships, and retail sell-through
Retail and e-commerce buyers Consumer electronics retailers, online marketplaces, specialty gaming stores Merchandising, category management, procurement Useful for sourcing gaming products, accessories, and licensed merchandise
Distributors and importers IT hardware distributors, consumer electronics importers, accessories wholesalers Buying, supply chain, vendor management Relevant for channel expansion and reseller relationships
Esports organizations and team operators Esports teams, tournament operators, talent agencies Operations, sponsorship, talent, production Strong fit for event services, broadcast, staffing, and production suppliers
Media and creator economy stakeholders Streaming networks, creators, talent managers, media publishers Content partnerships, brand deals, audience growth Useful for advertising, sponsorship, and content collaboration tools
Telecom and connectivity providers ISPs, mobile operators, network vendors Enterprise marketing, sponsorship, network planning Relevant for connectivity demos, low-latency messaging, and consumer brand exposure
Consumer brands targeting youth audiences Energy drinks, snacks, apparel, beverage, lifestyle brands Brand marketing, experiential, partnerships Strong opportunity for sponsorship and experiential activations
Event, AV, and production suppliers Stage production, LED, lighting, audio, logistics, staffing Operations, procurement, project management Critical for expo execution, live shows, and tournament infrastructure
Association leaders and community organizers Gaming communities, student groups, local clubs, associations Partnerships, program support, community outreach Useful for grassroots engagement and membership growth
2. Event Location and Attendee Geographic Origin
Geographic Area Likely Attendee Origin Buyer Concentration Notes
Host city: Stockholm Strong local attendance plus business visitors from the metro area Medium Capital-city pull supports brand and media presence
Host region: Sweden / Nordic market Attendees from across Sweden, Norway, Denmark, Finland, and nearby Baltic markets High Nordic gaming and tech ecosystem is highly relevant
Nearby business hubs Oslo, Copenhagen, Helsinki, Gothenburg, Malmö, Turku Medium to High Good for regional sponsorship and channel prospecting
National reach Players, creators, retailers, and suppliers from across Sweden High Stockholm is the largest commercial market in Sweden
International reach Gaming fans, esports teams, creators, and brands from Europe and select global markets High Official site indicates prior attendance from 70 countries
Trade corridor relevance Nordic consumer electronics, distribution, and media channels Medium Useful for B2B outreach to regional channel partners
3. Audience Reach
Reach Level Assessment Explanation
Global Primary classification The official site states prior Stockholm attendance came from 70 countries, indicating strong international draw and cross-border relevance.
4. Sample Buyer Companies and Websites
Buyer Company / Organization Buyer Type Why It Is Relevant Website Best Job Titles to Target Evidence Level
ESL FACEIT Group Organizer / ecosystem buyer Parent organization connected to DreamHack and esports event operations efg.gg Partnership Director, Sponsorship Manager, Event Operations Director Confirmed Speaker Organization
NVIDIA Technology brand / hardware buyer High fit for gaming performance, graphics, and creator tech activations nvidia.com Channel Marketing Manager, Partner Marketing Director, Product Marketing Manager Strong Market Fit, Attendance Not Confirmed
Logitech G Peripherals brand Gaming accessories align closely with DreamHack consumers and creators logitechg.com Brand Manager, Trade Marketing Manager, Partnerships Lead Strong Market Fit, Attendance Not Confirmed
ASUS ROG PC gaming hardware brand Strong sponsor/profile fit for competitive gaming and performance gear rog.asus.com Regional Marketing Manager, Product Manager, Sponsorship Manager Strong Market Fit, Attendance Not Confirmed
Razer Gaming lifestyle brand Fits gaming lifestyle, esports, and creator audience engagement razer.com Director of Marketing, Brand Partnerships, Channel Sales Manager Strong Market Fit, Attendance Not Confirmed
Corsair Gaming hardware and accessories Relevant for PC gaming, peripherals, and creator systems corsair.com Channel Marketing Director, Product Marketing Manager, Sales Director Strong Market Fit, Attendance Not Confirmed
SteelSeries Gaming peripherals brand High fit for esports and gaming community activations steelseries.com Marketing Lead, Global Partnerships Manager, Category Manager Strong Market Fit, Attendance Not Confirmed
Acer PC OEM / consumer electronics Gaming laptops and monitors align with DreamHack audience demand acer.com Country Manager, Product Marketing Director, Channel Sales Manager Strong Market Fit, Attendance Not Confirmed
Elgato Creator hardware brand Strong relevance for streaming, content creation, and creator showcases elgato.com Partnerships Manager, Content Marketing Manager, Sales Operations Lead Strong Market Fit, Attendance Not Confirmed
Samsung Electronics Consumer electronics / display technology Gaming displays, storage, and mobile devices can be activated at the event samsung.com Brand Partnerships Director, Product Marketing Manager, Regional Sales Director Strong Market Fit, Attendance Not Confirmed
Red Bull Consumer brand / sponsorship buyer High-fit youth and gaming audience sponsorship target redbull.com Experiential Marketing Manager, Sponsorship Director, Brand Activation Lead Strong Market Fit, Attendance Not Confirmed
MediaMarkt Retail buyer / electronics retailer Relevant retail channel for gaming hardware and accessories mediamarkt.com Category Manager, Procurement Manager, Merchandising Director Strong Market Fit, Attendance Not Confirmed
Elgiganten Retail buyer / consumer electronics chain Potential buyer for gaming devices, peripherals, and bundled products elgiganten.se Buying Manager, Category Lead, Commercial Director Strong Market Fit, Attendance Not Confirmed
Telenor Telecom / connectivity buyer Connectivity, streaming, and gaming network messaging are relevant telenor.com Partnerships Director, B2C Marketing Manager, Product Marketing Lead Strong Market Fit, Attendance Not Confirmed
5. Job Profiles, Industries and Event Type
Priority Job Title / Function Department Seniority Level Why This Role Matters
1 Director of Partnerships Business Development / Marketing Director / VP Controls sponsorship, co-marketing, and event partnerships
2 Brand Manager Marketing Manager / Senior Manager Owns consumer brand visibility and event activation strategy
3 Sponsorship Manager Marketing / Partnerships Manager / Director Direct purchaser of event inventory and audience access
4 Category Manager Retail / Merchandising Manager / Director Potential buyer for gaming hardware and accessories
5 Channel Sales Manager Sales Manager / Senior Manager Manages distributor, retail, and reseller relationships
6 Product Marketing Manager Marketing / Product Manager Owns product launches, messaging, and audience activation
7 Procurement Manager Procurement / Supply Chain Manager / Director Relevant for event services, production, merchandise, and equipment sourcing
8 Esports Operations Manager Operations / Events Manager / Director Coordinates tournament, live show, and production execution
9 Partnerships Lead Business Development Manager / Director Evaluates activation partners and sponsor value
10 Social Media / Community Manager Marketing / Community Manager Amplifies event messaging and creator partnerships
Priority Apollo Industry Why It Fits the Event Best Buyer Use Case
1EntertainmentCore event ecosystem is gaming, esports, and live entertainmentEvent sponsorship, content, and audience engagement
2Information Technology & ServicesGaming infrastructure, streaming, and event tech buyersCloud, networking, event platforms, analytics
3Computer HardwarePCs, components, and gaming gear are central to the audienceHardware demos, retail channel sales, co-marketing
4Consumer ElectronicsDisplays, consoles, accessories, audio, and peripheralsCategory management and product launches
5Computer SoftwareGaming, creator, and event software vendors are relevantPlatform demos, partnerships, subscriptions
6RetailRetail buyers source gaming devices and accessoriesChannel development and merchandising
7WholesaleDistribution and importer networks matter for consumer techDistributor recruitment and reseller expansion
8Broadcast MediaStreaming, content, and esports production overlap stronglyMedia sponsorships and content collaborations
9InternetDigital communities, creators, and platform companies participateAudience acquisition and digital partnerships
10TelecommunicationsConnectivity and low-latency experience matter for gamingSponsorship, network demos, B2C visibility
11Marketing & AdvertisingBrand activations and creator campaigns are commonExperiential marketing and campaign execution
12Events ServicesOperationally relevant for staging, registration, staffing, and logisticsProduction, registration, and event technology sales
6. Estimated Attendance
Metric Figure Status Source / Basis Notes
Estimated total footfall Not publicly confirmed for 2026 Unconfirmed Organizer homepage does not publish a 2026 attendance figure in the supplied text Use historical evidence only for planning
Historical attendance Over 60,000 people Historical / prior-year evidence Official DreamHack Stockholm homepage text Stated as part of the 2026 event description referencing the 2025 event
International attendance 70 countries Historical / prior-year evidence Official DreamHack Stockholm homepage text Supports global reach assessment
Exhibitor count Not publicly confirmed Unconfirmed No official count in supplied source text Could vary by edition and venue footprint
Buyer count Not publicly confirmed Unconfirmed No official buyer program data in supplied source text Use as attendee prospecting event, not a formal buyer show
Speaker count Not publicly confirmed Unconfirmed No official count in supplied source text Agenda details may change closer to the event
Sponsor count Not publicly confirmed Unconfirmed No official count in supplied source text Likely material for brand targeting as the event approaches
7. Key Focus Areas and Buyer Engagement
Focus Area Typical Buyer Need Buyer Engagement Opportunity Relevant Supplier Offering
Gaming hardware Performance gear, peripherals, and component upgrades Live demos and product trials GPUs, monitors, mice, keyboards, headsets, chairs
Esports production Reliable live event and broadcast infrastructure Decision-maker meetings with event and operations teams AV, lighting, streaming, stage, production services
Creator economy Content monetization and audience growth Meet creators, agents, and platform teams Creator tools, sponsorship platforms, media services
Brand activations Youth audience reach and experiential ROI Sponsorship and engagement campaigns Experiential marketing, promotions, sampling, contests
Retail sourcing Gaming products, accessories, and licensed merchandise Category-buyer and distributor outreach Wholesale, import, merchandising, and retail support
Connectivity and streaming Stable, low-latency access and high-bandwidth delivery Target telecom and platform decision-makers Networks, cloud streaming, edge services, ISP partnerships
Lead Quality Assessment
Factor Assessment Explanation
Buyer relevanceHighStrong alignment with gaming brands, consumer tech, retail, media, and event suppliers
Decision-maker availabilityMediumLikely mix of marketers, partnerships leads, category managers, and operations teams rather than formal procurement-only buyers
Data collection potentialMediumStrong community scale, but current-year exhibitor/buyer list is not publicly confirmed in the supplied text
Apollo targeting potentialHighClear Apollo industries and job titles exist across entertainment, hardware, telecom, retail, and marketing
Geographic targeting potentialHighEffective targeting across Sweden, Nordics, and wider European gaming markets
Best outreach approachEvent sponsorship, partnerships, demo requests, and post-event follow-upUse gaming-interest and event-participation messaging with clear ROI and audience-fit framing
Overall lead qualityHighStrong event for brand-led B2B prospecting and consumer-tech relationship building
Best use caseProspecting and brand partnershipsGood for lead generation, sponsor targeting, attendee list enrichment, and channel development
Limitations / risksModerateNo confirmed 2026 exhibitor/attendee list in the supplied official text; venue not specified in source excerpt
Apollo.io Targeting Recommendation
Filter Type Recommended Filters Purpose
Apollo industriesEntertainment; Information Technology & Services; Computer Hardware; Consumer Electronics; Computer Software; Retail; Wholesale; Broadcast Media; Internet; Telecommunications; Marketing & Advertising; Events ServicesCapture the main buyer ecosystem around gaming, media, sponsorship, and tech
DepartmentsMarketing; Partnerships; Business Development; Sales; Procurement; Operations; Product; Media / ContentFocus on functions most likely to sponsor, buy, or activate at the event
SeniorityManager; Senior Manager; Director; VP; C-LevelPrioritize decision-makers and budget holders
Job titlesDirector of Partnerships, Sponsorship Manager, Brand Manager, Category Manager, Product Marketing Manager, Channel Sales Manager, Procurement Manager, Esports Operations Manager, Community Manager, Marketing DirectorBest-fit titles for outreach and list-building
GeographySweden; Nordic Region; Benelux; DACH; UK; EUTargets brands and buyers most likely to activate across the Stockholm event
Employee size51–200; 201–500; 501–1,000; 1,001–5,000; 5,001+Captures both growth-stage brands and large enterprise sponsors
Keywordsgaming, esports, creator, sponsorship, partnerships, consumer electronics, peripherals, streaming, retail, experiential, brand activationImproves precision for event-relevant accounts and contacts
Company typePublic company; privately held; subsidiary of global brand; channel reseller; retailer; distributorUseful for prioritizing sponsor-ready and channel-focused organizations
Revenue rangeMid-market to enterprise where availableTargets buyers with budget for event sponsorship, hardware, and distribution

Suggested Apollo search logic: (gaming OR esports OR creator OR streaming OR sponsorship OR partnerships OR "brand activation") AND (marketing OR partnerships OR procurement OR category manager OR product marketing OR operations). Add geography filters for Sweden and the Nordic region to prioritize local and regional decision-makers.

Client Fit Review Required

Please share the client website or product/service details. I will review the client offering and identify the highest-fit buyer companies, Apollo industries, seniority levels, departments, and job titles from this event.

Sources & Verification Notes
Source Type What It Verified Reliability
DreamHack Official Website Official organizer website Event name, Stockholm dates, organizer identity, event positioning, and historical Stockholm attendance evidence High
DreamHack Press & Updates on Official Website Official press / newsroom content Supporting context for DreamHack Stockholm program focus and prior-year event references High
Supplied official homepage excerpt Primary source excerpt provided by user Confirmed Stockholm dates, global audience reference, and historical attendance language High

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