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Media Rights - Australia & Oceania

Australia & Oceania
  • In Australia & Oceania, revenue in the Media Rights market market is projected to reach US$6.8m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 9.15%.
  • Consequently, this will result in a projected market volume of US$10.6m by 2029.
  • While the overall market dynamics are promising, it is noteworthy that most revenue is generated the United States, with a projected market volume of US$74.4m in 2024.
  • Australia is witnessing a surge in demand for eSports media rights, reflecting the country's growing investment in digital entertainment and competitive gaming.

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 market in Australia & Oceania has seen mild growth due to the increasing demand for media rights. Factors such as growing interest in eSports, rising technological advancements, and the convenience of online streaming services have contributed to this growth.

    Customer preferences:
    The eSports market in Australia & Oceania has seen a significant increase in demand for media rights, driven by the growing popularity of online streaming platforms and the rise of mobile gaming. This shift towards digital consumption has also led to an increase in partnerships and collaborations between eSports organizations and traditional media outlets, as well as a rise in sponsorships from non-endemic brands looking to tap into the rapidly growing eSports audience. Furthermore, the emergence of new platforms and technologies, such as virtual and augmented reality, is driving further innovation and investment in the media rights market for eSports.

    Trends in the market:
    In Australia & Oceania, the Media Rights Market within the eSports Market is experiencing a surge in demand for live streaming and broadcasting rights. This trend is driven by the growing popularity of eSports events, which attract millions of viewers globally. As a result, media companies are investing heavily in securing exclusive broadcasting rights, leading to a significant increase in media rights deals. This trend is expected to continue as eSports continues to gain mainstream recognition, providing opportunities for industry stakeholders to tap into a lucrative market.

    Local special circumstances:
    In Australia & Oceania, the eSports Market is influenced by the region's strong gaming culture and high internet penetration rates. This has led to a significant rise in the popularity of eSports events and tournaments, attracting a large audience and sponsorships from major brands. Additionally, the region's strict regulations on traditional sports broadcasting have opened up opportunities for media companies to invest in eSports broadcasting rights, further driving the market's growth. In New Zealand, the market is supported by the government's initiatives to promote the development of the local gaming industry, including funding for eSports events and facilities.

    Underlying macroeconomic factors:
    The Media Rights Market within the eSports Market in Australia & Oceania is heavily impacted by macroeconomic factors such as technological advancements, government policies, and investment in digital media infrastructure. Countries with progressive regulatory environments and robust investments in digital media are witnessing a significant growth in the market, whereas regions with regulatory hurdles and limited funding are experiencing slower growth. Furthermore, the rising popularity of eSports and the growing number of digital media consumers in the region are also contributing to the demand for media rights, as companies seek to capitalize on this emerging 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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