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Media Rights - Egypt

Egypt
  • In Egypt, revenue in the Media Rights market market is projected to reach US$1.4m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.54%.
  • This growth will lead to a projected market volume of US$3.6m by 2029.
  • Although a projected market volume of US$74.4m is anticipated in 2024, it is important to note that most revenue is generated the United States.
  • As Egypt's youth increasingly engage in eSports, the demand for media rights is surging, reflecting the region's growing digital entertainment landscape.

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
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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 Egypt is experiencing remarkable growth, fueled by factors like the rise of digital media, growing awareness of eSports, and the convenience of online streaming services. This considerable growth rate is influenced by the increasing media rights deals and sponsorships, as well as the rise of local eSports teams and tournaments.

    Customer preferences:
    The rise of social media and online streaming platforms has revolutionized the way eSports events are consumed and marketed. This has resulted in a growing demand for media rights and sponsorship deals, as companies seek to tap into the massive audience of eSports enthusiasts. Additionally, the growing popularity of eSports in Egypt has led to an increase in local tournaments and leagues, showcasing the country's talent and potential in the global eSports market. As the market continues to grow, we can expect to see a rise in digital content creation and innovative marketing strategies to engage with the diverse and tech-savvy audience of eSports.

    Trends in the market:
    In Egypt, the eSports industry is seeing a surge in media rights deals, with major broadcasters like beIN Sports and ON Sport acquiring rights to broadcast eSports tournaments. This trend is expected to continue as the market for eSports in the region grows rapidly. In terms of media rights, there is a shift towards exclusive streaming deals, with platforms like Twitch and YouTube Gaming gaining popularity. This trend is significant as it allows for more targeted and personalized content for viewers, while also providing a lucrative revenue stream for industry stakeholders. However, it also raises concerns about accessibility and inclusivity, as smaller broadcasters and content creators may struggle to compete. As the eSports market in Egypt continues to expand, it will be important for stakeholders to find a balance between exclusive deals and equal opportunities for all players in the media rights market.

    Local special circumstances:
    In Egypt, the eSports market is gaining traction due to the country's young population and high internet penetration rates. However, the media rights market faces challenges as the government imposes strict regulations on gaming content. This has led to the rise of local streaming platforms catering to the Egyptian market, with a focus on culturally relevant and family-friendly content. Additionally, the country's unique geographical location in the Middle East and Africa region makes it a potential hub for regional eSports events and tournaments, thus driving the growth of the media rights market.

    Underlying macroeconomic factors:
    The Media Rights Market within the eSports Market in Egypt is heavily influenced by macroeconomic factors such as the country's overall economic health and fiscal policies. With a growing economy and a supportive regulatory environment, Egypt is experiencing a surge in media rights investments in the eSports industry. Furthermore, the country's increasing digital infrastructure and growing population of tech-savvy youth are creating a strong demand for eSports content, making it an attractive market for media rights investors. Additionally, with the rise of internet and mobile penetration in Egypt, the country is well-positioned to capitalize on the global trend of increasing digital media consumption, further driving the growth of the eSports media rights market in the country.

    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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