Media Rights - Dominican Republic

  • Dominican Republic
  • In the Dominican Republic, revenue in the Media Rights market market is projected to reach US$440.6k in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 20.41%, culminating in a projected market volume of US$1,115.0k by 2029.
  • While in the Dominican Republic anticipates a market volume of US$74.4m in 2024, it is important to note that most revenue in this sector is generated the United States.
  • In the Dominican Republic, the burgeoning interest in eSports is driving media rights negotiations, reflecting a growing demand for local and international tournament broadcasts.

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

 
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Analyst Opinion

The eSports market in the Dominican Republic has seen considerable growth, driven by factors such as increasing media rights sales and the growing popularity of online gaming. This significant growth rate is influenced by the country's growing gaming community and the increasing demand for eSports content and events.

Customer preferences:
As eSports continues to gain popularity in the Dominican Republic, there has been a noticeable increase in demand for media rights, particularly in the digital realm. This can be attributed to the country's growing tech-savvy youth population who are more inclined towards online streaming and digital platforms for their entertainment needs. Additionally, with the rise of mobile gaming, there has been a shift towards on-the-go viewing, highlighting the importance of mobile-friendly streaming services and platforms. This trend is expected to continue as the country's internet infrastructure and access to high-speed internet continues to improve.

Trends in the market:
In Dominican Republic, the eSports market is experiencing a surge in media rights deals, with major broadcasters and streaming platforms investing in exclusive broadcasting rights for popular tournaments. This trend is expected to continue in the coming years, with the trajectory showing a shift towards online streaming as the primary mode of consumption. This has significant implications for industry stakeholders, as it opens up new revenue streams and expands the reach of eSports to a wider audience. However, there may also be potential challenges in negotiating these rights deals, as the market continues to evolve and adapt to changing consumer preferences.

Local special circumstances:
In the Dominican Republic, the eSports market is gaining traction due to the country's high internet penetration and young population. However, the media rights market for eSports is still in its early stages, with limited awareness and understanding among traditional media outlets. Additionally, the country's regulatory environment, which heavily favors traditional sports, presents a challenge for eSports to secure media rights deals. The unique cultural and regulatory factors in the Dominican Republic play a crucial role in shaping the media rights market for eSports and differentiating it from other markets.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Dominican Republic is largely influenced by macroeconomic factors such as the country's economic health, government policies, and global economic trends. With a growing interest and investment in the eSports industry worldwide, countries with favorable economic conditions and supportive policies are experiencing a faster growth in their media rights market. Moreover, the increasing popularity of eSports among both younger and older generations is also contributing to the demand for media rights in this market. Additionally, the government's investment in digital infrastructure and efforts to attract foreign investments in the tech sector are creating a conducive environment for the growth of the eSports market and its related industries in Dominican Republic.

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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