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Key regions: United States, Sweden, Asia, Europe, Germany
The eSports market in France is experiencing subdued growth, impacted by factors such as limited media rights opportunities and slow adoption of digital technologies. Despite rising awareness and convenience, the market struggles to match the growth of other digital health industries.
Customer preferences: As the eSports market continues to grow in popularity and reach, there has been a significant shift towards digital streaming and consumption of eSports content. This has led to an increased demand for media rights, with major players in the industry investing heavily in securing exclusive broadcasting deals. Additionally, there has been a noticeable trend towards live event streaming and virtual fan engagement, catering to the preferences of younger demographics who are more technologically savvy and value interactive experiences. This shift towards digital media rights is also influenced by the rise of social media and the ability to easily share and engage with eSports content, creating new opportunities for monetization and reaching a wider audience.
Trends in the market: In France, the eSports market is experiencing significant growth, with the media rights market being a major contributor. The current trend is towards live streaming platforms, with major players like Twitch and YouTube dominating the market. These platforms offer a variety of content, from competitive gaming to casual gameplay and commentary. This trend is expected to continue as more traditional media companies invest in eSports broadcasting rights. This trajectory showcases the increasing mainstream acceptance of eSports, with implications for industry stakeholders such as game developers, teams, and sponsors. As eSports gains more visibility through media rights deals, it opens up new opportunities for revenue generation and brand exposure. This trend also highlights the importance of digital content and platforms in the current media landscape. As the eSports market continues to grow, we can expect to see more investments and partnerships in the media rights sector, solidifying its position as a key player in the industry.
Local special circumstances: In France, the eSports market has been growing steadily due to the country's strong gaming culture and support from the government. This has led to a highly competitive media rights market, with broadcasters and streaming platforms vying for exclusive rights to popular tournaments and leagues. Additionally, the country's strict regulations on advertising and sponsorship have influenced the way media rights are marketed and sold, with a focus on non-traditional avenues such as influencer partnerships and brand integrations. This unique blend of cultural and regulatory factors has created a dynamic media rights market in France, with a strong emphasis on innovation and creativity.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in France is heavily influenced by macroeconomic factors such as the overall economic health of the country and global economic trends. The French economy has experienced steady growth in recent years, with a strong emphasis on technology and innovation. This has created a favorable environment for the growth of the eSports market, as the country continues to invest in digital infrastructure and support for emerging industries. Additionally, the increasing popularity of eSports among the younger generation and the rise of social media as a platform for broadcasting and promoting events has led to a surge in demand for media rights in the French market. However, the market is also affected by fiscal policies and government regulations, which can impact the pricing and distribution of media rights. Overall, the French eSports market is expected to continue its growth trajectory due to a combination of favorable macroeconomic factors and the increasing demand for digital entertainment.
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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)