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.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Aug 2024
Source: Statista Market Insights
The eSports market in MENA is witnessing considerable growth, driven by the increasing demand for media rights. Factors such as rising awareness of eSports, convenience of online streaming, and growing investment in the industry are impacting this growth rate.
Customer preferences: With the growing popularity of eSports in the MENA region, there has been an increasing demand for media rights, particularly among the younger demographic. This can be attributed to the rise of online streaming platforms and the preference for on-demand content. Additionally, there has been a shift towards mobile gaming, leading to a rise in mobile eSports tournaments and a need for media rights for these events. This trend is also influenced by the region's young and tech-savvy population, who are constantly seeking new and innovative forms of entertainment.
Trends in the market: In the MENA region, the eSports market is experiencing a significant growth in the media rights market. With the increasing popularity of eSports tournaments and leagues, media companies are investing in broadcasting rights to reach a wider audience. This trend is expected to continue as more traditional sports broadcasters and streaming platforms enter the market. This presents a significant opportunity for industry stakeholders, such as game publishers and eSports teams, to secure lucrative media deals and expand their reach. However, it also brings potential challenges, such as navigating licensing agreements and ensuring fair distribution of revenue among all parties involved. Nevertheless, the growth of the media rights market in the eSports industry is a positive indication of the market's potential and its ability to attract mainstream attention.
Local special circumstances: In the MENA region, the Media Rights Market within the eSports Market is heavily impacted by the cultural and religious norms of the region. As traditional sports are highly valued and popular in the region, eSports faces challenges in gaining mainstream acceptance. Additionally, government regulations and censorship can restrict the content and distribution of eSports, making it difficult for media rights to be fully realized. The region's diverse language and cultural landscape also pose challenges for global media companies seeking to enter the market. These factors contribute to a unique market dynamic for media rights in the eSports industry in MENA, requiring tailored strategies for success.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market market in MENA is heavily influenced by macroeconomic factors such as economic stability, government policies, and global economic trends. Countries with a strong and stable economy, supportive regulatory environments, and favorable investment policies are experiencing a faster growth in the market compared to those with economic challenges and restrictive policies. Furthermore, the increasing popularity of eSports and the growing demand for digital entertainment in the region are also contributing to the growth of the Media Rights Market within the eSports Market market.
Most recent update: Aug 2024
Source: Statista Market Insights
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.