Media Rights - Brazil

  • Brazil
  • Revenue in the Media Rights market market in Brazil is projected to reach US$10.1m in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 4.29%, resulting in a projected market volume of US$11.9m by 2029.
  • Despite this growth, most revenue in the Media Rights market sector is generated the United States, with a projected market volume of US$81.2m in 2025.
  • In Brazil, the burgeoning interest in eSports is driving media rights negotiations, attracting significant investments from both local and international broadcasters.

Key regions: United States, Sweden, Asia, Europe, Germany

 
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Analyst Opinion

The eSports market in Brazil is witnessing mild growth, influenced by factors such as the increasing demand for media rights and the growing interest in eSports among consumers. This growth is also driven by the convenience of online streaming services.

Customer preferences:
As the eSports market continues to grow in Brazil, there has been a noticeable increase in the demand for media rights. This can be attributed to the country's large and passionate gaming community, as well as the growing interest from traditional media outlets. Additionally, with the rise of streaming platforms and online gaming tournaments, there has been a shift towards digital consumption of eSports content. This trend is further fueled by the younger population's preference for consuming content on mobile devices. As a result, media companies are adapting their strategies to cater to this changing landscape, with a focus on creating engaging and interactive content for the eSports audience.

Trends in the market:
In Brazil, the eSports market is experiencing a surge in media rights deals, with major broadcasters and streaming platforms investing in broadcasting rights for popular tournaments and leagues. This trend is indicative of the increasing popularity and mainstream acceptance of eSports in the country. It also presents opportunities for industry stakeholders, such as game publishers and tournament organizers, to monetize their content and reach a wider audience. Additionally, this trend highlights the potential for further growth in the Brazilian eSports market, as more players and teams attract sponsorships and advertising deals through increased media exposure.

Local special circumstances:
In Brazil, the eSports market has seen rapid growth due to the country's strong gaming culture and the popularity of traditional sports such as soccer. This has led to a high demand for media rights, with major broadcasters and streaming platforms investing heavily in eSports content. Additionally, Brazil's large and diverse population, as well as its geographic size, make it a key market for international tournaments and competitions. However, stringent regulations on gambling and advertising in sports may pose challenges for media rights deals in the eSports market in Brazil.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Brazil is heavily influenced by macroeconomic factors such as technological advancements, government policies, and investment in the digital entertainment sector. Brazil's strong economic growth and favorable regulatory environment have created a robust market for eSports, leading to increased investment and partnerships. Additionally, the country's large youth population and high rates of internet and smartphone penetration further contribute to the growth of the media rights market within the eSports industry. However, fluctuations in the country's economy and exchange rates may also impact the market's performance.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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