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 GCC nan is experiencing rapid growth, driven by factors such as the increasing popularity of online gaming, rising interest in competitive gaming, and the convenience of digital media rights. This elevated growth rate is influenced by the region's growing tech-savvy population and the increasing demand for digital entertainment.
Customer preferences: With the rapid growth of the eSports market in the GCC region, there has been a significant increase in demand for media rights. This trend is driven by the rising popularity of eSports among the region's young population, who are highly tech-savvy and digitally connected. Additionally, with the increasing availability of high-speed internet and the widespread use of smartphones, there is a growing preference for consuming eSports content on digital platforms, such as streaming services and social media. This shift towards digital consumption is also influenced by the region's cultural norms, where social media and online platforms play a significant role in daily life.
Trends in the market: In the GCC region, the Media Rights Market within the eSports Market is experiencing a surge in live streaming platforms, allowing fans to watch tournaments and events in real-time. Additionally, there is a rise in demand for localized content and language-specific coverage, catering to the diverse population in the region. This trend is expected to continue, as eSports gains more mainstream recognition and sponsorship deals, creating opportunities for media rights holders and broadcasters to tap into this growing market. However, there may be challenges in navigating the region's strict media regulations and cultural sensitivities, requiring careful consideration and adaptation by industry stakeholders.
Local special circumstances: In the GCC region, the Media Rights Market within the eSports Market is heavily influenced by the region's high disposable income and strong interest in digital entertainment. Additionally, the strict censorship laws in some countries have led to a rise in locally produced eSports content, catering to the unique cultural sensitivities of the region. This has also resulted in partnerships between international eSports companies and local media companies, further driving the growth of the market.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in GCC is heavily influenced by macroeconomic factors such as the region's economic stability, government policies, and investment in the eSports industry. Countries with a strong economy, supportive government regulations, and significant investments in eSports infrastructure are experiencing rapid market growth. Additionally, the growing popularity of eSports globally and the increasing demand for media rights by broadcasters and streaming platforms are contributing to the growth of the market in GCC. Furthermore, the rise of digital media and the shift towards online streaming services are also driving the demand for media rights in the eSports market. These factors are expected to continue driving the growth of the Media Rights Market within the eSports Market in GCC in the coming years.
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