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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
| 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 |
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.
| 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 |
| 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 |
| 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. |
| 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 |
| 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 |
|---|---|---|---|
| 1 | Entertainment | Core event ecosystem is gaming, esports, and live entertainment | Event sponsorship, content, and audience engagement |
| 2 | Information Technology & Services | Gaming infrastructure, streaming, and event tech buyers | Cloud, networking, event platforms, analytics |
| 3 | Computer Hardware | PCs, components, and gaming gear are central to the audience | Hardware demos, retail channel sales, co-marketing |
| 4 | Consumer Electronics | Displays, consoles, accessories, audio, and peripherals | Category management and product launches |
| 5 | Computer Software | Gaming, creator, and event software vendors are relevant | Platform demos, partnerships, subscriptions |
| 6 | Retail | Retail buyers source gaming devices and accessories | Channel development and merchandising |
| 7 | Wholesale | Distribution and importer networks matter for consumer tech | Distributor recruitment and reseller expansion |
| 8 | Broadcast Media | Streaming, content, and esports production overlap strongly | Media sponsorships and content collaborations |
| 9 | Internet | Digital communities, creators, and platform companies participate | Audience acquisition and digital partnerships |
| 10 | Telecommunications | Connectivity and low-latency experience matter for gaming | Sponsorship, network demos, B2C visibility |
| 11 | Marketing & Advertising | Brand activations and creator campaigns are common | Experiential marketing and campaign execution |
| 12 | Events Services | Operationally relevant for staging, registration, staffing, and logistics | Production, registration, and event technology sales |
| 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 |
| 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 |
| Factor | Assessment | Explanation |
|---|---|---|
| Buyer relevance | High | Strong alignment with gaming brands, consumer tech, retail, media, and event suppliers |
| Decision-maker availability | Medium | Likely mix of marketers, partnerships leads, category managers, and operations teams rather than formal procurement-only buyers |
| Data collection potential | Medium | Strong community scale, but current-year exhibitor/buyer list is not publicly confirmed in the supplied text |
| Apollo targeting potential | High | Clear Apollo industries and job titles exist across entertainment, hardware, telecom, retail, and marketing |
| Geographic targeting potential | High | Effective targeting across Sweden, Nordics, and wider European gaming markets |
| Best outreach approach | Event sponsorship, partnerships, demo requests, and post-event follow-up | Use gaming-interest and event-participation messaging with clear ROI and audience-fit framing |
| Overall lead quality | High | Strong event for brand-led B2B prospecting and consumer-tech relationship building |
| Best use case | Prospecting and brand partnerships | Good for lead generation, sponsor targeting, attendee list enrichment, and channel development |
| Limitations / risks | Moderate | No confirmed 2026 exhibitor/attendee list in the supplied official text; venue not specified in source excerpt |
| Filter Type | Recommended Filters | Purpose |
|---|---|---|
| Apollo industries | Entertainment; Information Technology & Services; Computer Hardware; Consumer Electronics; Computer Software; Retail; Wholesale; Broadcast Media; Internet; Telecommunications; Marketing & Advertising; Events Services | Capture the main buyer ecosystem around gaming, media, sponsorship, and tech |
| Departments | Marketing; Partnerships; Business Development; Sales; Procurement; Operations; Product; Media / Content | Focus on functions most likely to sponsor, buy, or activate at the event |
| Seniority | Manager; Senior Manager; Director; VP; C-Level | Prioritize decision-makers and budget holders |
| Job titles | Director of Partnerships, Sponsorship Manager, Brand Manager, Category Manager, Product Marketing Manager, Channel Sales Manager, Procurement Manager, Esports Operations Manager, Community Manager, Marketing Director | Best-fit titles for outreach and list-building |
| Geography | Sweden; Nordic Region; Benelux; DACH; UK; EU | Targets brands and buyers most likely to activate across the Stockholm event |
| Employee size | 51–200; 201–500; 501–1,000; 1,001–5,000; 5,001+ | Captures both growth-stage brands and large enterprise sponsors |
| Keywords | gaming, esports, creator, sponsorship, partnerships, consumer electronics, peripherals, streaming, retail, experiential, brand activation | Improves precision for event-relevant accounts and contacts |
| Company type | Public company; privately held; subsidiary of global brand; channel reseller; retailer; distributor | Useful for prioritizing sponsor-ready and channel-focused organizations |
| Revenue range | Mid-market to enterprise where available | Targets 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.
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.
| 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 |
🎯 Selling to this event's audience? Get a free tailored buyer list
Tell us your work email and our AI instantly builds a buyer list matched to DreamHack Stockholm — the best‑fit companies to target, the exact decision‑maker job titles, and the industry filters that fit what you sell.
