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.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Aug 2024
Source: Statista Market Insights
The eSports market in Finland has seen considerable growth due to factors such as increasing media rights sales, growing interest in competitive gaming, and the convenience of streaming platforms. This trend is expected to continue as the market continues to attract investments and expand its audience.
Customer preferences: As the eSports market continues to expand in Finland, there is a growing demand for streaming and broadcasting rights of major tournaments and events. This has led to an increase in investments from media companies and traditional sports broadcasters, who are recognizing the potential of eSports as a lucrative market. Additionally, with the rise of online streaming platforms and the popularity of live streaming among younger demographics, there has been a shift towards digital consumption of eSports content. This has also opened up opportunities for new players in the media industry, such as online influencers and content creators, who are catering to the specific interests and preferences of eSports fans.
Trends in the market: In Finland, the eSports market has seen a significant increase in media rights deals, with major broadcasting companies acquiring rights to broadcast tournaments and events. This trend is expected to continue as the popularity of eSports grows and more traditional media outlets recognize its potential for reaching a younger audience. This trajectory will likely lead to increased competition for media rights and higher valuations of these rights, providing opportunities for industry stakeholders such as tournament organizers and teams. However, it may also pose challenges for smaller players in the market, as they may struggle to secure lucrative media deals. Additionally, as eSports continues to gain mainstream attention, there may be a need for regulation and standardization of media rights agreements to ensure fair and transparent distribution of revenue.
Local special circumstances: In Finland, the eSports market is flourishing due to the country's high levels of internet connectivity and tech-savvy population. This has led to the emergence of numerous eSports teams and tournaments, with a strong focus on PC gaming. Additionally, Finland's strict regulations on gambling have made it easier for eSports to be recognized as a legitimate sport, further driving its growth. Furthermore, Finland's strong gaming culture and support from the government have fostered a favorable environment for the development of the eSports media rights market.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market is largely influenced by macroeconomic factors such as global economic trends, national economic health, fiscal policies, and other relevant financial indicators. Countries with strong economic growth and stability are likely to have a larger market for media rights in eSports, as they have the resources and demand to support such investments. Additionally, countries with favorable regulatory environments and government support for the eSports industry are experiencing faster market growth compared to regions with regulatory challenges and limited funding. As the popularity of eSports continues to rise globally, the demand for media rights is expected to increase, especially in countries with a growing tech-savvy and gaming demographic.
Most recent update: Aug 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights