Media Rights - Indonesia

  • Indonesia
  • In Indonesia, revenue in the Media Rights market market is projected to reach US$5.6m in 2024.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.93%, culminating in a projected market volume of US$7.4m by 2029.
  • While Indonesia's Media Rights market market shows promising growth, it is noteworthy that most revenue in this market is generated the United States, which has a projected market volume of US$74.4m in 2024.
  • Indonesia's burgeoning eSports scene is increasingly attracting attention from global media rights holders, reflecting the country's growing digital engagement and youth culture.

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

 
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Analyst Opinion

The eSports market in Indonesia is seeing mild growth, influenced by factors like increasing media rights and awareness among consumers. Online platforms provide convenience for players and viewers alike.

Customer preferences:
The eSports market in Indonesia has seen a significant increase in media rights sales, driven by the rising popularity of online streaming platforms and the adoption of digital technologies. This trend is fueled by the changing preferences of consumers, who are increasingly turning to digital platforms for their entertainment needs. With the country's young and tech-savvy population, there is a growing demand for immersive, interactive, and on-demand content, leading to the growth of eSports media rights market. Additionally, the rise of e-commerce and digital payments in Indonesia has made it easier for consumers to access and pay for these digital media services.

Trends in the market:
In Indonesia, the eSports market is experiencing rapid growth, leading to an increase in demand for media rights. This trend is driven by the country's large youth population, high internet penetration, and the popularity of mobile gaming. As a result, media companies are increasingly investing in eSports broadcasting rights, with major tournaments being broadcasted on national TV. This trajectory is significant as it presents new opportunities for revenue generation and audience engagement for both eSports and media companies. However, it also poses challenges in terms of content licensing, piracy, and audience fragmentation. As the eSports market in Indonesia continues to evolve, stakeholders will need to adapt to these trends and find innovative solutions to monetize media rights and engage with a diverse and digitally-savvy audience.

Local special circumstances:
In Indonesia, the Media Rights Market within the eSports Market is heavily influenced by the country's large youth population and their strong interest in gaming. Additionally, the growing smartphone and internet penetration rates have made it easier for eSports events to reach a wider audience. However, strict regulations on gaming and online content have posed challenges for the growth of the market. This has led to unique partnerships between eSports companies and traditional media outlets to navigate these regulations and reach audiences effectively.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market is heavily influenced by macroeconomic factors, such as technological advancements, regulatory support, and investment in digital media infrastructure. Countries with favorable regulatory environments and strong investment in digital media technologies are experiencing faster market growth compared to regions with regulatory challenges and limited media funding. Additionally, the increasing popularity and global reach of eSports are attracting significant investments from major media companies, further driving the growth of the Media Rights Market within the eSports Market.

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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