Media Rights - D-A-CH

  • D-A-CH
  • Revenue in the Media Rights market market in the D-A-CH region is projected to reach US$16.8m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 9.06%, resulting in a projected market volume of US$25.9m by 2029.
  • While most revenue is generated the United States, the D-A-CH region is also anticipated to experience significant growth in this market.
  • A projected market volume of US$74.4m in 2024 highlights the potential for revenue generation in the Media Rights market market.
  • In Germany, the increasing interest in competitive gaming is driving media rights negotiations, reflecting a growing recognition of eSports as a legitimate entertainment sector.

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

 
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Analyst Opinion

The Media Rights Market in the eSports Market in D-A-CH nan is experiencing moderate growth due to factors such as limited availability of broadcasting rights and regulatory barriers. This has impacted the growth rate, which is expected to be subdued in the coming years. However, the increasing popularity of eSports and the potential for digital streaming services offer potential for future growth.

Customer preferences:
As the eSports market continues to gain traction in D-A-CH, there has been a notable shift in consumer preferences for accessing content through digital platforms. This trend is driven by the growing popularity of streaming services, virtual events, and online tournaments. Additionally, the increasing adoption of mobile devices and social media has led to a rise in demand for short-form, easily consumable content. This shift towards digital media consumption highlights the importance of accessible and engaging content for the growing eSports audience.

Trends in the market:
In the D-A-CH region, the eSports market is seeing an increase in media rights deals, with major broadcasters and streaming platforms investing in exclusive rights to broadcast tournaments and leagues. This trend highlights the growing mainstream appeal of eSports and its potential as a lucrative revenue source for industry stakeholders. Additionally, there is a shift towards non-traditional media platforms, such as social media and mobile apps, for streaming eSports content, indicating the need for adaptability and innovation in the media rights market. Further, this trend could lead to increased competition and bidding wars among media companies, potentially driving up the value of media rights in the eSports market.

Local special circumstances:
In the D-A-CH region, the Media Rights Market within the eSports Market is heavily influenced by cultural factors. With a strong tradition of sports and gaming, there is a high demand for eSports content, leading to lucrative media rights deals. Additionally, the strict regulations on traditional sports broadcasting in Germany have paved the way for eSports to gain a foothold in the media landscape. In Austria and Switzerland, the market is driven by the affluent population's growing interest in eSports, resulting in increased investment in media rights and broadcasting rights.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market is greatly impacted by macroeconomic factors such as the overall economic health of the D-A-CH region, as well as global economic trends. Fiscal policies and financial indicators also play a significant role in shaping the market's performance. Countries with stable economies and favorable regulatory environments are experiencing faster growth in the Media Rights Market, as they are able to attract more investments and support from both local and international stakeholders. Additionally, the increasing popularity and widespread adoption of eSports globally, along with the rise of digital media platforms, have also contributed to the growth of the Media Rights Market within the eSports industry.

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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