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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.

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
Esports: market data & analysis - Cover

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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 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.

    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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