Publisher Fees

  • Europe
  • In Europe, revenue in the Publisher Fees market market is projected to reach €44.1m in 2024.
  • It is expected that revenue will demonstrate an annual growth rate (CAGR 2024-2029) of 1.27%, leading to a projected market volume of €46.9m by 2029.
  • Although most revenue is generated China, the projected market volume in Europe is estimated to be €27.4m in 2024.
  • In Europe, the increasing popularity of eSports is driving a surge in publisher fees, reflecting the growing demand for competitive gaming content.

Key regions: United Kingdom, India, France, Europe, United States

 
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Analyst Opinion

The Publisher Fees Market in Europe's eSports industry is experiencing minimal growth due to factors such as limited market demand, high competition, and slow adoption of digital technologies in the region. Despite this, the convenience of online services and growing awareness of eSports may drive future growth.

Customer preferences:
As the popularity of eSports continues to rise in Europe, there has been a notable increase in consumer spending on publisher fees. This trend is driven by the growing interest in competitive gaming and the availability of high-quality gaming content. Additionally, the rise of online streaming platforms has made it easier for fans to access and support their favorite eSports teams and events. This shift towards digital consumption also reflects a broader trend towards digital entertainment and remote engagement, which has been accelerated by the COVID-19 pandemic.

Trends in the market:
In Europe, the eSports market is experiencing a surge in publisher fees as more game developers and publishers recognize the potential of this industry. This trend is expected to continue, with a projected annual growth rate of 21.3% from 2021 to 2026. This signifies the increasing demand for high-quality games and the lucrative opportunities for stakeholders in the eSports market. As a result, we can expect to see more partnerships and collaborations between publishers and eSports organizations, as well as a rise in the overall revenue generated by the market. This trend also highlights the need for publishers to stay updated with the latest technologies and industry developments to remain competitive in the market.

Local special circumstances:
In Europe, the Publisher Fees Market within the eSports Market is heavily influenced by the region's strong gaming culture and history. Many European countries have a long tradition of competitive gaming, which has led to a highly developed and competitive eSports scene. In addition, the region's strict data protection regulations have a significant impact on how companies can collect and use player data, which can affect the pricing and structure of publisher fees. Furthermore, the diverse cultural and linguistic landscape of Europe poses unique challenges for publishers looking to expand their reach and attract a diverse audience.

Underlying macroeconomic factors:
The growth of the Publisher Fees Market within the eSports Market is also influenced by macroeconomic factors such as technological advancements, regulatory support, and investment in the gaming industry. Countries with favorable regulatory environments and strong investment in eSports infrastructure are experiencing faster market growth compared to regions with regulatory challenges and limited funding for gaming. Additionally, the increasing popularity of eSports and the rise of digital entertainment are driving the demand for publisher fees to access gaming content and platforms.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Publisher Fees market, which comprises payments from game publishers to Esports organizers for hosting events. 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.

Visión general

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  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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