Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Esports

Media Rights - Greece

Greece
  • In Greece, revenue in the Media Rights market market is projected to reach US$960.0k in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 20.12%, leading to a projected market volume of US$2.4m by 2029.
  • While the projected market volume in Greece for 2024 is US$74.4m, it is important to note that most revenue is generated the United States.
  • Greece is witnessing a burgeoning interest in eSports media rights, reflecting the country's growing youth engagement in competitive gaming and digital entertainment.

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
Esports: market data & analysis - Cover

Market Insights report

Esports: market data & analysis

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 Greece has been witnessing considerable growth, fueled by factors like the increasing popularity of digital media, rising interest in eSports among consumers, and the convenience of online gaming. This growth rate is driven by the growing demand for media rights in the eSports industry.

    Customer preferences:
    The eSports industry has seen a significant rise in the demand for live streaming and online content, leading to a growing market for media rights. This trend is driven by the increasing popularity of eSports among younger demographics in Greece, who are more inclined towards digital media consumption. Additionally, the rise of mobile gaming has resulted in a shift towards mobile-friendly content and platforms, catering to the on-the-go lifestyle of consumers. Moreover, the growth of eSports as a spectator sport has led to the emergence of new media channels and platforms, creating opportunities for innovative and immersive viewing experiences for fans.

    Trends in the market:
    In Greece, the Media Rights Market within the eSports Market is seeing an increase in live streaming platforms and partnerships between eSports organizations and traditional media outlets. These developments are significant as they provide more exposure and legitimacy to the eSports industry. Additionally, there is a trend towards creating original content and producing documentaries about eSports, further expanding the reach and interest in the market. Industry stakeholders should pay attention to these trends and adapt their strategies to capitalize on the growing opportunities in the media rights market within the eSports market in Greece.

    Local special circumstances:
    In Greece, the eSports industry has been gaining traction due to the country's strong gaming culture and high internet penetration. The market has been further boosted by the government's efforts to promote the development of the digital economy, including eSports. This has led to an increase in media rights deals and sponsorships for eSports events and teams. Additionally, Greece's geographical location as a bridge between Europe and the Middle East has made it an attractive market for international players and investors. Despite some regulatory challenges, the country's unique blend of cultural and economic factors has contributed to the growth of the Media Rights Market within the eSports Market.

    Underlying macroeconomic factors:
    The Media Rights Market within the eSports Market in Greece is significantly impacted by macroeconomic factors, including the country's economic health, global economic trends, fiscal policies, and other financial indicators. As Greece continues to recover from its debt crisis and improve its economic stability, there is a growing interest and investment in the eSports market, including in media rights. Additionally, the growing popularity of eSports worldwide and the rise of digital media platforms have led to a higher demand for media rights, creating a favorable market environment in Greece. The country's favorable regulatory environment and increasing investment in digital technologies also contribute to the growth of the media rights market within the eSports industry in Greece. These factors, coupled with the country's young and tech-savvy population, make Greece an attractive market for media rights in the eSports industry.

    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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    Esports: market data & analysis - BackgroundEsports: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    eSports market - statistics & facts

    The rapidly growing phenomenon surrounding eSports continues to gather steam. The intersection of gaming and sports offers an innovative wave of branding opportunities, engaging content and activations for millions across the world. It therefore comes as no surprise that the size of the global eSports market is expected to increase more than fivefold between 2023 and 2032, reaching a value of over 10 billion U.S. dollars within the next ten years.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.