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Key regions: United States, Sweden, Asia, Europe, Germany
The eSports market in BRICS nations has been growing at a subdued rate, influenced by factors such as lack of media rights awareness and limited access to digital technologies. However, with the increasing popularity of online gaming and rising interest in eSports, the media rights market is expected to experience significant growth in the near future.
Customer preferences: As the eSports market continues to grow rapidly in the BRICS countries, there has been a noticeable increase in the demand for media rights and streaming services. This can be attributed to the changing preferences of consumers who are increasingly seeking digital entertainment options that offer convenience and flexibility. With the rise of online gaming and the popularity of eSports tournaments, there has been a shift in consumer behavior towards consuming media content on digital platforms. This trend is further fueled by the widespread use of smartphones and high-speed internet, making it easier for consumers to access and engage with eSports content on-the-go.
Trends in the market: In the BRICS countries, there is a significant increase in the demand for eSports media rights, driven by the growing popularity of competitive gaming. In Brazil and Russia, there is a trend of traditional media companies investing in eSports broadcasting rights, recognizing the potential for revenue generation. In India, there is a rise in online streaming platforms offering exclusive eSports content, catering to the country's large youth population. In China, there is a surge in eSports viewership, with major tournaments being broadcasted on mainstream television channels. This trend is expected to continue, providing lucrative opportunities for industry stakeholders and driving the growth of the eSports media rights market.
Local special circumstances: In Brazil, the eSports market is heavily influenced by the country's strong gaming culture and the government's support for the industry. The popularity of traditional sports and competitive gaming has led to a high demand for media rights in the eSports market. Additionally, Brazil's large and diverse population, as well as its growing middle class, presents unique opportunities for media companies to tailor their content to different demographics. The country's favorable regulatory environment and increasing internet penetration also contribute to the growth of the eSports media rights market in Brazil.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in BRICS is heavily influenced by macroeconomic factors such as economic growth, government policies, and investment in digital media infrastructure. Countries with strong economic growth and favorable policies towards the eSports industry, such as Brazil and China, are experiencing a faster growth in the Media Rights Market compared to countries with economic challenges and limited government support. Additionally, the growing popularity of eSports globally and the increasing number of viewers and sponsors are driving the demand for media rights in the industry.
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)