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Media Rights - Baltics

Baltics
  • In the Baltics, revenue in the Media Rights market market is projected to reach US$263.8k in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.41%, resulting in a projected market volume of US$667.5k by 2029.
  • Although most revenue in the Media Rights market market is generated the United States, the Baltics are also anticipated to contribute to the overall growth of this sector with a projected market volume of US$74.4m in 2024.
  • The Baltics are witnessing a burgeoning interest in eSports media rights, reflecting the region's increasing 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
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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 the Baltics is experiencing considerable growth, driven by factors such as the increasing popularity of digital technologies, growing media rights awareness among consumers, and the convenience of online services. This growth is largely impacted by the region's strong presence in the global gaming industry and the rising number of eSports tournaments and events held in the Baltics.

    Customer preferences:
    In the Baltics, there has been a noticeable increase in consumer demand for live streaming and digital content in the eSports market, leading to a rise in media rights deals. This trend can be attributed to the rising popularity of eSports among the younger demographic and the increasing availability of high-speed internet and advanced technology. Additionally, the growing interest in virtual events and online tournaments has further fueled the demand for media rights, as consumers seek convenient and engaging ways to experience eSports.

    Trends in the market:
    In the Baltics, the eSports market is experiencing a surge in media rights deals, with major players like the Baltic eSports League securing partnerships with prominent broadcasting networks. This trend is expected to continue as more traditional media outlets recognize the potential of eSports as a lucrative market. This shift towards mainstream media coverage will not only boost the exposure and legitimacy of eSports, but also open up new revenue streams for industry stakeholders. However, there is a concern that this could lead to a homogenization of eSports content, potentially alienating its core fan base. As such, industry stakeholders must carefully consider the balance between mainstream media appeal and maintaining the authenticity of the eSports experience.

    Local special circumstances:
    In the Baltics, the eSports market is heavily influenced by the high internet and smartphone penetration rates, as well as the strong gaming culture in the region. This has led to a growing interest in eSports among both players and viewers. Additionally, the relatively small size of the market allows for a close-knit community and easier access to local tournaments and events. However, strict regulations on gambling and online content may hinder the growth of the Media Rights Market within the eSports Market in the Baltics, as companies must navigate these restrictions to monetize their content.

    Underlying macroeconomic factors:
    The Media Rights Market within the eSports Market in the Baltics is greatly impacted by macroeconomic factors such as the region's economic stability, government policies, and investment in digital infrastructure. Countries with strong economic growth, supportive policies, and increased investments in digital infrastructure have a positive impact on the market's growth. Additionally, the growing popularity of eSports globally is driving the demand for media rights in the region, as more viewers are attracted to the industry. Furthermore, the increasing disposable income and changing media consumption habits of the younger population are also influencing the market's growth in the Baltics.

    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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