Media Rights - EAEU

  • EAEU
  • Revenue in the Media Rights market market in the EAEU is projected to reach US$6.4m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.38%, leading to a projected market volume of US$8.7m by 2029.
  • However, it is noteworthy that a projected market volume of US$74.4m in 2024 indicates that most revenue is generated the United States.
  • In the EAEU, the burgeoning eSports market is increasingly attracting attention from media rights holders seeking to capitalize on the region's growing digital engagement.

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

 
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Analyst Opinion

The eSports market in EAEU nan is facing subdued growth due to factors such as limited media rights and lack of mainstream recognition. Despite this, the market is expected to experience moderate growth driven by increasing interest in competitive gaming and growing investments in the industry.

Customer preferences:
As the eSports industry continues to grow in popularity, there has been a noticeable increase in demand for media rights in the EAEU region. This can be attributed to the rise of digital platforms and streaming services, which have made it easier for fans to access content and follow their favorite teams and players. Additionally, with the rise of social media and influencer marketing, there has been a shift towards more personalized and engaging content, catering to the preferences of younger audiences. This trend is expected to continue as the eSports market evolves and adapts to changing consumer demands.

Trends in the market:
In the EAEU, the Media Rights Market within the eSports Market is seeing a surge in live streaming services, with platforms like Twitch and YouTube gaining popularity among viewers. Additionally, there is a growing trend of advertising partnerships between eSports teams and major brands, showcasing the market's potential for lucrative sponsorships. These trends indicate an increasing demand for eSports content and a shift towards digital advertising, highlighting the need for industry stakeholders to invest in online platforms and partnerships to stay competitive.

Local special circumstances:
In the EAEU, the Media Rights Market within the eSports Market is influenced by unique local factors such as the region's strong government support for eSports and the growing popularity of online tournaments and streaming platforms. Additionally, cultural preferences for certain games and platforms, as well as varying regulations on gambling and advertising, also play a significant role in shaping the market dynamics. The region's diverse geographical landscape and varying levels of internet penetration further impact the demand and accessibility of eSports media rights, making it a complex and dynamic market to navigate.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in the EAEU is influenced by macroeconomic factors such as the overall economic health of the region, trade agreements, and fiscal policies. Countries within the EAEU with strong economic growth and stable fiscal policies are likely to see a higher demand for media rights in the eSports market. Additionally, global economic trends, such as the increasing popularity of eSports and the growth of the digital media industry, are also impacting the market. This is further supported by the growing interest and investment in eSports by major media companies, indicating a positive outlook for the Media Rights Market within the eSports Market in the EAEU.

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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