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Media Rights - Africa

Africa
  • In Africa, revenue in the Media Rights market market is projected to reach US$6.2m in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 17.59%, resulting in a projected market volume of US$13.8m by 2029.
  • Despite this growth, it is noteworthy that most revenue in the global context is generated the United States, with a projected market volume of US$74.4m in 2024.
  • As South Africa's eSports scene continues to flourish, media rights are becoming increasingly valuable for local broadcasters seeking to engage a younger audience.

Definition:

Esports Media Rights refer to the licensing agreements that grant broadcasters, streaming platforms, and media companies the exclusive or non-exclusive rights to distribute and broadcast esports content, including tournaments, matches, and related programming. This market involves the negotiation and sale of these rights to various media outlets, enabling them to reach global audiences through television, online streaming, and other digital platforms. The revenue generated from media rights is a significant contributor to the esports economy, helping to fund events, teams, and game developers while also expanding the visibility and mainstream appeal of esports. As esports continues to grow, media rights play a crucial role in shaping how competitive gaming is consumed and monetized worldwide.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending and ad spending. Sales channel data shows online revenues. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Revenues from media properties
  • Revenues paid to industry stakeholders
  • Payments from streaming platforms
  • Foreign broadcasters securing rights to show content in their region
  • Copyright costs for showing video / image content

Out-Of-Scope

  • Media Rights outside of the Esports ecosystem
Esports: market data & analysis - Cover

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Esports: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports industry in Africa has seen remarkable growth in recent years, fueled by factors like the increasing popularity of online gaming, growing media rights deals, and rising awareness of the potential of eSports. This industry is experiencing considerable growth rate, driven by the demand for exclusive media rights deals and the increasing investment in the development of eSports infrastructure.

    Customer preferences:
    The eSports market in Africa has experienced a surge in media rights deals, driven by the growing popularity of online gaming and the rise of mobile devices. This trend is also influenced by the continent's young and tech-savvy population, who are increasingly turning to eSports as a form of entertainment. With the rise of streaming platforms and social media, there is a growing demand for high-quality and exclusive content, leading to increased competition among media companies for broadcasting rights. Additionally, as more African countries develop their digital infrastructure, there is a growing potential for eSports to become a major source of revenue in the region.

    Trends in the market:
    In Africa, the eSports market is rapidly gaining popularity and with it, the demand for media rights is on the rise. As technology and internet infrastructure improves, more and more Africans are participating in and watching eSports tournaments. This trend is expected to continue as the continent's young population becomes more connected and interested in gaming. For industry stakeholders, this presents a significant opportunity to tap into a new and growing market. However, there may be challenges in navigating the diverse media landscape and finding the right partnerships to effectively distribute media rights. As the eSports market in Africa continues to expand, it will be crucial for industry players to stay on top of these trends and adapt their strategies accordingly.

    Local special circumstances:
    In Africa, the eSports market is experiencing rapid growth due to the continent's young population and increasing internet connectivity. However, the Media Rights Market within the eSports Market faces challenges such as limited access to reliable internet and low levels of disposable income. Additionally, cultural preferences for traditional sports and a lack of regulatory framework for eSports may hinder market growth. In South Africa, the market is driven by a growing middle class and government initiatives to develop the gaming industry. Meanwhile, in Nigeria, the market is influenced by the popularity of mobile gaming and the rise of local eSports teams.

    Underlying macroeconomic factors:
    The growth of the Media Rights Market within the eSports Market in Africa is heavily influenced by macroeconomic factors such as the overall economic health of the continent, government policies related to media and technology, and the level of investment in the gaming industry. Countries with strong economic growth and favorable government support for eSports are experiencing a surge in media rights market growth, while those with weaker economies and limited investment in the gaming sector are facing slower market expansion. Additionally, the rising popularity of eSports and the increasing demand for digital entertainment in Africa are contributing to the growth of the Media Rights Market within the eSports Market.

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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