Media Rights - EU-27

  • EU-27
  • In the EU-27, revenue in the Media Rights market market is projected to reach US$58.8m in 2024.
  • This revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 12.42%, culminating in a projected market volume of US$105.6m by 2029.
  • Furthermore, with a projected market volume of US$74.4m in 2024, the majority of revenue is generated the United States.
  • In the EU-27, media rights for eSports are rapidly gaining traction, reflecting the region's increasing investment in digital entertainment and youth engagement.

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

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The eSports media rights market in EU-27 nan is seeing moderate growth, influenced by factors such as increased viewership, rising popularity of competitive gaming, and advancements in technology. This growth rate is impacted by the limited availability of major tournaments and the challenges of monetizing online content.

Customer preferences:
As the popularity of eSports continues to grow, there is a noticeable shift in consumer preferences towards online streaming and digital content consumption. This trend is driven by the increasing use of smartphones and other digital devices, as well as the desire for convenient and on-demand access to eSports events. As a result, media companies are tapping into the market potential by offering exclusive media rights deals for eSports tournaments and leagues, catering to the changing needs and preferences of the younger, tech-savvy audience.

Trends in the market:
In the European Union, the Media Rights Market within the eSports Market is experiencing a significant increase in online streaming platforms, with major players like Twitch and YouTube dominating the market. Additionally, there is a growing trend of traditional media companies investing in eSports broadcasting rights. This trend is expected to continue, driven by the increasing popularity of eSports among younger audiences and the potential for lucrative advertising opportunities. Industry stakeholders should closely monitor these developments to capitalize on the growing eSports audience and its potential for revenue generation.

Local special circumstances:
In EU-27, the Media Rights Market within the eSports Market is heavily influenced by the region's strong tradition of sports, particularly soccer. This has led to a high demand for eSports media rights, with major broadcasters and streaming platforms investing heavily in exclusive broadcasting deals. Additionally, the EU's strict data privacy regulations have shaped the market, with data protection being a top priority for companies operating in this space. Furthermore, the diverse cultural landscape of the EU has resulted in a variety of streaming platforms catering to specific regional preferences and language needs.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in EU-27 is heavily influenced by macroeconomic factors such as economic stability, technological advancements, and government policies. With the rise of digital media platforms and the increasing popularity of eSports, countries with strong economies and supportive regulatory environments are experiencing significant growth in the market. Additionally, the growing interest in eSports among younger demographics and the increasing availability of high-speed internet are also contributing to the market's growth. However, countries with weaker economies and limited infrastructure may face challenges in capitalizing on the potential of the Media Rights Market within the eSports Market.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)