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Key regions: United States, Sweden, Asia, Europe, Germany
The eSports market, particularly in media rights, is seeing mild growth globally. This is influenced by factors such as the increasing popularity of digital platforms, the growing interest in eSports among consumers, and the ease of access to online gaming content.
Customer preferences: With the rising popularity of eSports, media rights have become a crucial aspect of the market. Consumers are increasingly shifting towards online platforms for accessing and consuming content, leading to a surge in demand for media rights deals and partnerships within the eSports industry. This trend is driven by the growing preference for convenient and on-demand entertainment options, as well as the increasing global reach of eSports events. As a result, we can expect to see a continued growth in the media rights market within the eSports industry, as companies seek to capitalize on this emerging trend.
Trends in the market: In the eSports market, the media rights segment is experiencing a surge in popularity, with major media companies like ESPN and Turner Broadcasting investing in broadcasting rights for major tournaments. This trend is expected to continue as the global audience for eSports is projected to reach 495 million by 2020. This has significant implications for industry stakeholders, as media rights deals can bring in substantial revenue and reach a wider audience beyond traditional gaming platforms. Additionally, the rise of online streaming platforms like Twitch and YouTube Gaming has reshaped the media landscape, providing new opportunities for content creators and advertisers to tap into the growing eSports market. As a result, we can expect to see continued growth and investment in the media rights market within the eSports industry.
Local special circumstances: In China, the eSports Media Rights Market has seen significant growth due to the country's massive gaming population and government support for the industry. The country's unique culture, which places a strong emphasis on competitive gaming, has also played a significant role in the market's success. Additionally, China's strict regulations on traditional media have led to a surge in popularity for online streaming platforms, creating a highly lucrative market for media rights in the eSports industry.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market is heavily influenced by macroeconomic factors such as global economic trends, national economic health, fiscal policies, and other financial indicators. Countries with strong economies and favorable regulatory environments tend to have a higher demand for media rights in the eSports market. Additionally, the increasing popularity of eSports and the growing number of viewers worldwide are driving the demand for media rights, as companies and organizations seek to capitalize on this rapidly growing market. Furthermore, the rise of digital media platforms and the shift towards online streaming have also played a significant role in the growth of the media rights market within eSports. These factors, along with the growing interest and investment in the eSports industry, are expected to continue driving the market forward in the coming years.
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Media Rights market, which comprises revenues from ownership rights of media agencies. These include payments to industry stakeholders to secure the rights to show Esports content on a channel, payments from streaming platforms (e.g., Twitch) to organizers to broadcast their content, payments from foreign broadcasters to secure the rights to show content in their region, or the copyright costs for showing video/image content of an Esports competition. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.Modeling approach / market size:
The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.Forecasts:
We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.Additional notes:
The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.Lu - vi, 9:30 - 17:00 h (CET)
Lu - vi, 9:00 - 18:00 h (EST)
Lu - vi, 9:00 - 17:00 h (SGT)
Lu - vi, 10:00 - 18:00 h (JST)
Lu - vi, 9:30 - 17:00 h (GMT)
Lu - vi, 9:00am-6:00pm (EST)