Media Rights - Israel

  • Israel
  • In Israel, revenue in the Media Rights market market is projected to reach US$1.9m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.41%, which will lead to a projected market volume of US$4.9m by 2029.
  • Although most revenue is generated the United States, the projected market volume in Israel is anticipated to be US$74.4m in 2024.
  • Israel's burgeoning eSports scene is increasingly attracting international media rights deals, reflecting the nation's growing influence in digital entertainment and gaming culture.

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

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The eSports industry in Israel has seen remarkable growth, with factors such as increasing media rights sales, rising awareness of eSports among consumers, and the convenience of online tournaments driving this trend. This considerable growth rate is influenced by the country's strong technological infrastructure and the growing popularity of eSports globally.

Customer preferences:
As the eSports market continues to gain popularity in Israel, there has been a noticeable shift towards online streaming platforms and digital content consumption. This trend is driven by the increasing preference for convenient and on-demand media consumption, especially among the younger demographic. This has also led to a growing demand for personalized and interactive content, creating opportunities for innovative media rights strategies. Additionally, the rise of social media and influencer marketing has further amplified the reach and impact of eSports content, making it a lucrative market for media rights deals.

Trends in the market:
In Israel, the eSports market is seeing a surge in media rights deals, with major broadcasters and streaming platforms like ESPN and Twitch acquiring exclusive broadcasting rights to major eSports tournaments. This trend is expected to continue as the popularity of eSports grows, with projections estimating a global audience of over 600 million by 2023. This presents significant opportunities for industry stakeholders such as game publishers, teams, and players, who can benefit from increased revenue and exposure. However, it also raises concerns about potential exclusivity and accessibility issues for smaller players and emerging markets. As the eSports market continues to evolve, it will be crucial for stakeholders to carefully consider the trajectory of media rights deals and their implications for the industry.

Local special circumstances:
In Israel, the Media Rights Market within the eSports Market is heavily influenced by the country's thriving tech industry and its strong emphasis on innovation. This has led to the emergence of advanced streaming platforms and cutting-edge technologies for broadcasting eSports events. Additionally, Israel's small size and highly connected population have created a close-knit community of gamers, making the country a prime location for live eSports events. Furthermore, with a favorable regulatory environment and government support for the gaming industry, Israel has become a hub for international eSports tournaments, attracting a global audience and further driving the growth of the Media Rights Market within the eSports Market.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Israel is heavily influenced by macroeconomic factors such as technological advancements, government support, and investment in media infrastructure. Countries with favorable regulatory environments and strong investment in media technologies are experiencing faster market growth compared to regions with regulatory challenges and limited funding. Additionally, the increasing popularity of eSports worldwide and the rise of digital media consumption are driving the demand for media rights in the eSports industry. The growing economy and rising disposable income in Israel also contribute to the growth of the market, as consumers have more spending power to invest in media rights and eSports content.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)