Media Rights - Morocco

  • Morocco
  • In Morocco, revenue in the Media Rights market market is projected to reach US$553.3k in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 20.23%, leading to a projected market volume of US$1,390.0k by 2029.
  • However, it is important to note that with a projected market volume of US$74.4m in 2024, the majority of revenue is generated the United States.
  • Morocco's burgeoning interest in eSports is driving demand for media rights, reflecting a growing youth engagement with digital gaming platforms.

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

 
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Analyst Opinion

The eSports market in Morocco has seen considerable growth, fueled by factors such as the increasing popularity of digital media, growing media rights sales, and the country's emerging eSports scene. This growth rate is driven by the increasing interest in online gaming and the rapid development of technology in the region.

Customer preferences:
The rise of live streaming platforms and the increasing popularity of eSports tournaments have led to a growing demand for media rights in the industry. This trend is driven by the younger generation's preference for digital entertainment and the convenience of accessing content on various devices. Additionally, the cultural value placed on gaming in Morocco has also contributed to the growth of the eSports market, making it an attractive investment opportunity for media companies. As a result, we can expect to see a continued demand for media rights in the eSports market in Morocco, with potential for further expansion in the future.

Trends in the market:
In Morocco, the eSports market is rapidly growing, with a significant increase in the number of players and tournaments. This growth has led to a rise in media coverage of eSports, with traditional TV channels and online streaming platforms showcasing eSports events. In terms of media rights, there is a trend towards exclusive broadcasting rights for major tournaments, leading to lucrative deals for eSports organizers. This trend is set to continue, as media companies recognize the potential of the eSports market and seek to capitalize on it. This could have significant implications for industry stakeholders, as it could lead to increased revenue and exposure for eSports teams and players, while also attracting more traditional advertisers and sponsors to the market.

Local special circumstances:
In Morocco, the Media Rights Market within the eSports Market is heavily influenced by the country's growing interest in technology and digital entertainment. The government's investments in developing the country's digital infrastructure have created a strong foundation for the eSports industry. Additionally, the country's vibrant youth culture and passion for gaming have contributed to the growth of the market. However, strict regulations on media content and censorship may pose challenges for the development of the eSports market in Morocco.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Morocco is heavily impacted by macroeconomic factors such as the country's economic stability, government policies, and overall global economic trends. Countries with a strong economy and stable political climate tend to have a higher demand for media rights in the eSports market, as they have the financial resources to invest in this growing industry. Additionally, favorable fiscal policies and government support for the eSports market can create a more conducive environment for media rights to thrive. On the other hand, countries with economic challenges and limited funding may struggle to support the development of the eSports market, leading to slower growth and demand for media rights.

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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