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Media Rights - Lithuania

Lithuania
  • In Lithuania, revenue in the Media Rights market market is projected to reach US$263.8k in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.41%, which would lead to a projected market volume of US$667.5k by 2029.
  • Despite these figures, it is noteworthy that most revenue in the Media Rights market market is generated the United States, which has a projected market volume of US$74.4m in 2024.
  • Lithuania is experiencing a burgeoning interest in eSports media rights, reflecting its increasing investment in digital entertainment and youth engagement.

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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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 Lithuania is experiencing considerable growth, driven by factors such as increased media rights sales and growing consumer interest in digital entertainment. This growth is primarily attributed to the rise of online streaming platforms and the increasing popularity of professional tournaments and leagues.

    Customer preferences:
    As the popularity of eSports continues to grow in Lithuania, there has been a notable increase in demand for media rights, especially with the younger demographic. This trend can be attributed to the rise of digital streaming platforms and the shift towards consuming content on mobile devices. Additionally, with the rise of influencers and content creators within the eSports industry, there has been a shift towards personalized and interactive content, catering to the preferences of the younger generation. This shift in consumer behavior has also led to a surge in demand for eSports events and tournaments, creating opportunities for media rights partnerships and sponsorships.

    Trends in the market:
    In Lithuania, there is a growing trend of media companies acquiring broadcasting rights for eSports events, with a focus on live streaming and online platforms. This trend is significant as it allows for wider reach and engagement with younger audiences who are increasingly interested in eSports. It also presents opportunities for new revenue streams through sponsorships and advertising. Additionally, advancements in technology, such as virtual and augmented reality, are expected to further enhance the viewing experience and attract even more viewers. However, there may also be challenges in securing exclusive rights and navigating the evolving landscape of streaming platforms. Overall, this trend highlights the potential for the eSports market to become a major player in the media industry, with implications for both traditional media companies and eSports stakeholders.

    Local special circumstances:
    In Lithuania, the eSports market is flourishing due to the country's strong tech-savvy culture and high internet penetration rate. The government's support for the gaming industry, along with the growing popularity of eSports among the youth, has led to a surge in demand for media rights. Additionally, the country's small size and close-knit community create a unique market dynamic, with local eSports events and tournaments garnering strong support. Furthermore, Lithuania's regulatory environment, which is generally favorable to technology and innovation, has also contributed to the growth of the media rights market within the eSports industry.

    Underlying macroeconomic factors:
    The Media Rights Market within the eSports Market market in Lithuania is affected by macroeconomic factors such as the country's economic stability, government policies, and global economic trends. The growth of the market is closely tied to the overall economic health of the country, as a strong economy typically leads to higher consumer spending and investment in entertainment industries. Additionally, favorable fiscal policies and government support can incentivize businesses to invest in the eSports market, leading to growth and expansion. On the other hand, economic downturns and unstable political climates can negatively impact market performance. Furthermore, global economic trends, such as changes in consumer behavior and technological advancements, can also influence the demand for media rights in the eSports market in Lithuania.

    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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