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Media Rights - Ireland

Ireland
  • In Ireland, revenue in the Media Rights market market is projected to reach US$2.1m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 20.62%.
  • Consequently, this growth will result in a projected market volume of US$5.4m by 2029.
  • While Ireland's market is developing, it is noteworthy that most revenue in the Media Rights market sector is generated the United States, which is projected to have a market volume of US$74.4m in 2024.
  • Ireland is witnessing a burgeoning interest in eSports media rights, as local broadcasters increasingly invest in exclusive content to capture a young, engaged audience.

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

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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 Ireland is experiencing rapid growth, fueled by factors such as increasing media rights deals, rising awareness of eSports, and the convenience of online streaming services. This considerable growth rate is driven by the growing number of tournaments and events, as well as the increasing popularity of eSports among younger demographics.

    Customer preferences:
    The eSports market in Ireland has seen a significant increase in consumer preferences for online streaming platforms and digital content. This shift is driven by the growing demand for convenient and accessible ways to consume eSports content, especially among younger demographics who are avid followers of competitive gaming. Additionally, the rise of mobile gaming and the integration of social media within the eSports community has led to a surge in user-generated content and a strong sense of community among fans. This trend is expected to continue as the popularity of eSports grows and becomes more mainstream in Ireland.

    Trends in the market:
    In Ireland, the eSports market is experiencing a surge in viewership and revenue, leading to a significant increase in demand for media rights. This trend is expected to continue, with the market projected to reach a value of €9.5 million by 2023. In terms of media consumption, there is a growing preference for online and mobile platforms, with live streaming and video on demand services gaining popularity. This presents opportunities for industry stakeholders to tap into new revenue streams and reach a wider audience. However, it also raises concerns about the potential impact on traditional media channels and the need for innovative strategies to stay relevant.

    Local special circumstances:
    In Ireland, the eSports market is relatively new but growing rapidly. This can be attributed to the country's strong gaming culture and high internet usage rates. The media rights market within the eSports market is also thriving, with major broadcasters and platforms showing interest in broadcasting tournaments and events. Additionally, Ireland's supportive regulatory environment and its strategic location as a gateway to Europe make it an attractive market for international players. This has led to a competitive landscape, with local and international companies vying for a share of the market.

    Underlying macroeconomic factors:
    The eSports Market in Ireland is greatly influenced by macroeconomic factors such as the country's economic health, government policies, and global economic trends. Ireland has a strong and stable economy, with a high GDP per capita and low unemployment rates. This provides a favorable environment for the growth of the eSports market, as it indicates a high level of disposable income and a strong consumer base. Additionally, Ireland has a supportive regulatory environment for digital media, with a high level of internet penetration and a technologically advanced infrastructure. These factors contribute to the increasing demand for media rights in the eSports market in Ireland, as it offers a lucrative opportunity for investors and stakeholders. Furthermore, the growing popularity of eSports globally and the increasing use of digital platforms for media consumption are also driving the demand for media rights in Ireland, making it a highly attractive market for players 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.

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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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