Media Rights - G7

  • G7
  • In G7, revenue in the Media Rights market market is projected to reach US$140.5m in 2024.
  • Revenue is expected to display an annual growth rate (CAGR 2024-2029) of 5.44%, leading to a projected market volume of US$183.1m by 2029.
  • With a projected market volume of US$74.4m in 2024, the majority of the revenue is generated the United States.
  • In the United States, the media rights landscape for eSports is rapidly evolving, with major networks increasingly investing in exclusive broadcasting agreements to capture a growing audience.

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

 
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Analyst Opinion

The eSports media rights market in G7 nan has seen subdued growth due to factors such as limited audience reach, lack of mainstream acceptance, and inconsistent regulations. Despite these challenges, the market is expected to grow moderately in the coming years with the increasing popularity of eSports and technological advancements in streaming platforms.

Customer preferences:
As eSports continues to gain mainstream recognition and attract a diverse audience, media rights market has also undergone significant changes. Consumers are now demanding more diverse and immersive viewing experiences, leading to the rise of virtual and augmented reality technologies. Additionally, the increasing popularity of eSports has also sparked interest from traditional media companies and sports leagues, resulting in partnerships and collaborations that are reshaping the landscape of media rights within the eSports industry.

Trends in the market:
In the global eSports market, media rights have become a major source of revenue for industry stakeholders. With the increasing popularity of eSports, major media companies such as ESPN and Twitch are investing in broadcasting rights for major tournaments. This trend is expected to continue as eSports gains mainstream recognition and attracts more viewers. Additionally, there is a growing trend of exclusive streaming deals between eSports leagues and media platforms, which could impact the distribution and accessibility of eSports content. These developments have significant implications for the eSports industry, as media rights deals can generate millions of dollars and increase the visibility of the sport. However, there is also concern that these exclusive deals could limit the reach of eSports and restrict access to content for fans. As the eSports market continues to grow, it will be important for industry stakeholders to carefully navigate the media rights landscape and find a balance between revenue generation and audience accessibility.

Local special circumstances:
In South Korea, eSports has become a mainstream form of entertainment and is deeply ingrained in the country's culture. The government has recognized its potential and has invested in infrastructure, resulting in a highly developed gaming industry. This has led to a large and dedicated fan base, with eSports events filling stadiums and attracting massive online viewership. In China, the market is heavily influenced by government regulations, with strict censorship and restrictions on foreign game publishers. This has led to the rise of local eSports teams and leagues, creating a unique ecosystem that differs from other markets.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market is heavily influenced by macroeconomic factors such as the overall economic health of the country, global economic trends, fiscal policies, and other financial indicators. Countries with a stable economy, strong investment in technology, and favorable regulatory environments are experiencing faster growth in the market. Additionally, the increasing popularity of eSports and the rise of digital media consumption are driving the demand for media rights, making it a lucrative market. However, fluctuations in the economy and changes in fiscal policies can impact the market's performance, making it essential for companies to closely monitor these macroeconomic factors.

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
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