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Media Rights - Germany

Germany
  • In Germany, revenue in the Media Rights market market is projected to reach US$11.1m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 0.93%, leading to a projected market volume of US$11.6m by 2029.
  • While a projected market volume of US$74.4m in 2024 indicates significant revenue generation, it is primarily the United States.
  • Germany's eSports media rights market is witnessing a surge in interest, driven by the nation's expanding gaming culture and increasing viewership of competitive events.

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
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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 market in Germany is experiencing minimal growth, influenced by various factors such as media rights restrictions and limited audience reach. Despite this, there is a growing demand for digital media rights in the eSports industry, driven by the increasing popularity and awareness of eSports among consumers. The convenience and accessibility offered by online streaming services also contribute to the market's growth.

    Customer preferences:
    One notable trend in the Media Rights Market within the eSports Market in Germany is the rise of streaming platforms for live eSports events. This is driven by the growing demand for convenient and accessible viewing options, particularly among younger demographics. As traditional TV viewership continues to decline, eSports audiences are turning to online platforms for their entertainment. This shift is also influenced by the rise of mobile gaming and the increasing use of smartphones and tablets as primary viewing devices. As a result, we can expect to see further growth and investment in this segment of the market in the coming years.

    Trends in the market:
    In Germany, the eSports market is experiencing a rapid growth in media rights deals, fueled by the increasing popularity of professional gaming leagues and tournaments. This trend is expected to continue as more traditional media companies invest in eSports broadcasting rights. In addition, there is a growing demand for exclusive streaming platforms, such as Twitch and YouTube Gaming, which offer high-quality coverage and interactive features for viewers. These trends are significant for industry stakeholders, as they present new opportunities for revenue generation and audience engagement. However, there could also be potential implications for smaller players in the market, as larger companies with more resources may dominate the media rights market and limit access for smaller organizations.

    Local special circumstances:
    In Germany, the Media Rights Market within the eSports Market is heavily influenced by the country's strict regulations on online gaming and advertising. This has led to unique partnerships between media companies and eSports organizations, as well as the rise of alternative streaming platforms. Additionally, the country's strong sports culture and history has also played a role in shaping the media rights market, with traditional sports broadcasters investing in eSports content to appeal to a broad audience.

    Underlying macroeconomic factors:
    The Media Rights Market within the eSports Market is influenced by various macroeconomic factors in Germany. The country's strong economic health and stable fiscal policies have created a favorable environment for market growth. Additionally, Germany's investment in digital infrastructure and its supportive regulatory framework for media and technology have further boosted the market. The country's robust economy and favorable policies have attracted significant investments, leading to the development of advanced broadcasting technologies and platforms. Furthermore, the rising popularity of eSports and the increasing demand for online entertainment among the younger population have also contributed to the growth of the Media Rights Market in Germany.

    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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