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Key regions: United States, Sweden, Asia, Europe, Germany
The eSports market in ASEAN is seeing rapid growth due to the increasing adoption of digital technologies, rising media awareness, and the convenience of online services. The market's average growth rate is impacted by factors such as the growing popularity of eSports events and the rise of streaming platforms.
Customer preferences: As eSports continues to gain mainstream attention in ASEAN, the media rights market within the industry is also experiencing significant growth. With the rise of digital platforms and streaming services, there has been a noticeable shift in consumer preferences towards online viewing of eSports tournaments and events. This trend is further fueled by the increasing popularity of mobile gaming and the younger demographics of eSports audiences in the region. As a result, traditional media companies are adapting their strategies to cater to the growing demand for live streaming and digital content consumption.
Trends in the market: In ASEAN, the Media Rights Market within the eSports Market is experiencing a surge in streaming platforms and broadcasting deals, with major players such as Twitch and YouTube securing exclusive rights to major eSports tournaments. This trend is expected to continue as the eSports audience grows and the demand for live streaming increases. This has significant implications for both media companies and eSports organizations, as it opens up new revenue streams and expands the reach of eSports to a wider audience. Additionally, there is a growing trend of partnerships between media companies and eSports teams, allowing for cross-promotion and further monetization opportunities. This trend is expected to continue as media companies look to capitalize on the rapidly growing eSports market in ASEAN.
Local special circumstances: In the ASEAN region, the eSports market is heavily influenced by the cultural preference for gaming, as well as the increasing availability of high-speed internet and affordable smartphones. This has resulted in a rapidly growing eSports fan base and an increase in local tournaments and events. Additionally, government initiatives and investments in eSports infrastructure have contributed to the market's growth. In countries like Indonesia and Malaysia, where mobile gaming is extremely popular, there has been a surge in mobile eSports competitions. In contrast, countries like Vietnam and Thailand have seen a rise in PC-based eSports tournaments and leagues, catering to the preferences of their gaming communities.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in ASEAN is heavily influenced by macroeconomic factors such as technological advancements, government support, and investment in digital media infrastructure. Countries with favorable regulatory environments and strong investment in digital media technologies are experiencing faster market growth compared to regions with regulatory challenges and limited funding. Additionally, the growing popularity of eSports worldwide and the increasing demand for high-quality media coverage are driving the need for innovative and advanced media rights solutions in the ASEAN region.
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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)