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.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Aug 2024
Source: Statista Market Insights
The eSports market in Colombia is experiencing considerable growth, driven by factors like increasing media rights market and growing awareness among consumers. The convenience of online services is also impacting this growth rate.
Customer preferences: With the rapid growth of eSports in Colombia, media companies are tapping into the market by offering exclusive streaming rights and advertising opportunities. This is driven by the changing preferences of young consumers, who are increasingly turning to online platforms for entertainment and content consumption. Additionally, the rise of virtual events and online tournaments has led to a shift in how media rights are negotiated and valued in the eSports market, reflecting the changing landscape of media consumption and the growing importance of digital platforms.
Trends in the market: In Colombia, the Media Rights Market within the eSports Market is experiencing a surge in online streaming platforms, with major players like Twitch and YouTube gaining popularity among viewers. This trend is expected to continue as more eSports tournaments and events are being broadcasted online. Additionally, there is a growing trend of partnerships between traditional media companies and eSports organizations, indicating the increasing mainstream acceptance of eSports. This could have significant implications for stakeholders, as it opens up new revenue streams and potential partnerships for both media companies and eSports organizations.
Local special circumstances: In Colombia, the eSports market has seen rapid growth in recent years, driven by the country's fast-developing internet infrastructure and tech-savvy population. This has also led to a thriving media rights market for eSports, with local broadcasters and streaming platforms competing for exclusive rights to popular tournaments and leagues. Additionally, the country's strong presence in the Latin American gaming community has created a unique fan base and demand for localized content. However, regulatory challenges, such as restrictions on advertising and lack of government support, pose potential roadblocks for further market expansion.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in Colombia is influenced by various macroeconomic factors. These include the overall economic health of the country, government policies, and global economic trends. Colombia's growing economy and increasing investment in technology have created a favorable environment for the eSports market to thrive. Additionally, the government's support for the growth of the media and entertainment industry has also played a significant role in driving the market. With the increasing popularity of eSports globally, Colombia is well-positioned to capitalize on this trend and attract more investments in the media rights market. Moreover, the country's large and young population, combined with the rising adoption of digital media, presents a massive potential for growth in the eSports market.
Most recent update: Aug 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights