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Media Rights - CIS

CIS
  • In the CIS region, revenue in the Media Rights market market is projected to reach US$6.4m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.37%, which will result in a projected market volume of US$8.7m by 2029.
  • Additionally, the overall market volume in the CIS is projected to be US$74.4m in 2024, with the majority of revenue being generated the United States.
  • In the CIS region, the surge in eSports viewership is driving increased competition among broadcasters for lucrative media rights agreements.

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 CIS is witnessing steady growth due to the rising popularity of digital media rights and increasing awareness among consumers. However, subdued growth is being impacted by various factors, such as lack of infrastructure and limited access to digital platforms.

    Customer preferences:
    As the eSports market continues to gain popularity in the CIS region, there has been a noticeable increase in demand for media rights, particularly digital streaming rights. This shift is largely driven by the younger demographic, who prefer consuming content through online platforms rather than traditional TV channels. Additionally, the rise of mobile gaming and the growing popularity of eSports tournaments have also contributed to the shift towards digital media rights. This trend is expected to continue as more consumers seek convenience and accessibility in their entertainment choices.

    Trends in the market:
    In the CIS region, the eSports market is experiencing a surge in media rights deals, with major broadcasters and streaming platforms investing in exclusive rights to broadcast live eSports events. This trend is expected to continue, as the popularity of eSports continues to grow and attract a large audience. This could have significant implications for industry stakeholders, such as eSports teams, event organizers, and game publishers, as it opens up new revenue streams and increases the visibility of eSports as a legitimate form of entertainment. Additionally, with the rise of digital platforms and streaming services, there is potential for innovative forms of content distribution and monetization in the media rights market within the eSports industry.

    Local special circumstances:
    In the CIS region, the Media Rights Market within the eSports Market is heavily influenced by the dominance of traditional media channels and the limited availability of high-speed internet. This has resulted in a slower adoption of streaming platforms and a stronger focus on television broadcasting rights. Additionally, government regulations on media ownership and content censorship play a significant role in shaping the market landscape. In contrast, the eSports Media Rights Market in North America is driven by the strong presence of tech-savvy audiences and the popularity of online gaming platforms. This has led to a larger proportion of digital media rights deals and a faster pace of innovation in the market.

    Underlying macroeconomic factors:
    The Media Rights Market within the eSports Market in the CIS region is greatly impacted by macroeconomic factors such as the overall economic health of the region, government policies related to media and entertainment industries, and the level of investment in digital technologies. Countries with stable economies and favorable policies towards the media industry are experiencing significant growth in the eSports market, while those with economic challenges and limited government support are facing slower growth. Furthermore, the increasing popularity of eSports among younger demographics and the rise of digital media consumption are also contributing to the growth of the Media Rights Market in the CIS region.

    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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