Media Rights - Lithuania

  • Lithuania
  • in Lithuania, a country Eastern_Europe, is expected to witness significant growth in its Media Rights market.
  • According to projections, the revenue in this market is estimated to reach US$263.8k by the year 2024.
  • Furthermore, it is anticipated that the market will experience a steady annual growth rate (CAGR 2024-2029) of 20.40%, resulting in a projected market volume of US$667.5k by 2029.
  • When it comes to the distribution of revenue, United States dominates the market with a projected market volume of US$74.4m in 2024.
  • This highlights the strong presence and influence of the United States in the Media Rights market.
  • In terms of average revenue per user (ARPU), it is expected to amount to 0.00.
  • This metric provides insights into the average amount of revenue generated per user in the market.
  • Lithuania's growing Esports scene has led to a surge in demand for media rights, attracting international broadcasters and investors.

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

 
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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.

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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