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Media Rights - Belgium

Belgium
  • In Belgium, revenue in the Media Rights market market is projected to reach US$2.5m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 20.18%, leading to a projected market volume of US$6.2m by 2029.
  • While Belgium's figures are significant, it is noteworthy that most revenue in this sector is generated the United States, which has a projected market volume of US$74.4m in 2024.
  • In Belgium, the surge of viewership in eSports is driving increased competition among broadcasters for lucrative media rights deals.

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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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 Belgium is seeing considerable growth, fueled by factors such as the rising popularity of digital media platforms, growing interest in competitive gaming, and the convenience of online streaming services. This growth rate is driven by the increasing demand for media rights in the eSports industry.

    Customer preferences:
    With the rapid growth of the eSports market in Belgium, there has been a significant increase in demand for media rights, as more and more consumers are turning to online platforms for their entertainment. This trend is driven by the younger demographic, who are heavily engaged in the world of gaming and are seeking more interactive and immersive experiences. As a result, there has been a surge in online streaming services and platforms, catering specifically to the eSports audience, and offering a wide range of content and live events. This shift towards digital media rights is also influenced by the increasing use of mobile devices and the rise of social media, making it easier for fans to access and engage with their favorite eSports content anytime and anywhere.

    Trends in the market:
    In Belgium, the Media Rights Market within the eSports Market is experiencing a surge in live streaming platforms. This trend is driven by the increasing popularity of eSports among younger audiences and the shift towards digital media consumption. As a result, industry stakeholders are investing in partnerships and exclusive rights deals with major eSports events. This trajectory is significant as it allows for greater reach and monetization opportunities for both organizers and broadcasters. However, it also poses challenges for traditional media outlets as they face competition from online platforms. Additionally, the rise of virtual and augmented reality technologies in eSports could further revolutionize the Media Rights Market, creating new revenue streams and enhancing the viewing experience for audiences.

    Local special circumstances:
    In Belgium, the Media Rights Market within the eSports Market is influenced by the country's strong presence in the gaming industry and its large community of dedicated eSports fans. Additionally, strict regulations on gambling and advertising in the media affect the way eSports events are broadcasted and monetized. These unique factors contribute to the development of a localized eSports ecosystem, with a focus on live events and sponsorship deals with traditional sports teams.

    Underlying macroeconomic factors:
    The growth of the Media Rights Market within the eSports Market in Belgium is largely influenced by macroeconomic factors such as the country's economic stability, government policies, and global economic trends. With a strong national economy and supportive regulatory environment, Belgium is experiencing a growth in the eSports market, leading to an increase in demand for media rights. Additionally, the rising popularity of eSports globally has also contributed to the growth of the media rights market in Belgium, as more investments are being made in the country's eSports infrastructure. Furthermore, the increasing interest and investments from major media companies in eSports are also driving the growth of the media rights market in Belgium. These factors, along with the growing fan base and increasing revenue streams, are expected to continue fueling the growth of the Media Rights Market within the eSports Market in Belgium.

    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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