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 NAFTA is seeing moderate growth, with factors such as media rights and digital technology driving this trend. However, the growth rate is being impacted by challenges such as regulatory restrictions and lack of mainstream acceptance.
Customer preferences: As the eSports market continues to grow, there has been a significant increase in demand for streaming platforms and online content, leading to a rise in media rights deals. This trend is driven by the increasing popularity of eSports among younger generations, who tend to consume content primarily through digital channels. Additionally, with the rise of mobile gaming and social media platforms, there has been a shift towards more immersive and interactive forms of media consumption, making media rights deals highly sought after by companies looking to tap into this market.
Trends in the market: In the NAFTA region, the eSports Media Rights Market is experiencing a surge in partnerships and collaborations between traditional media companies and eSports organizations. This trend is expected to continue as media companies recognize the growing popularity and profitability of eSports. Additionally, there is a growing trend towards live streaming of eSports events, with major media companies investing in dedicated platforms and content. These developments have significant implications for stakeholders in the industry, as it opens up new avenues for revenue and exposure. It also highlights the increasing mainstream acceptance of eSports as a legitimate form of entertainment.
Local special circumstances: In Mexico, the eSports market has been rapidly growing due to its large youth population and increasing internet accessibility. This has led to a rise in the popularity of competitive gaming events and the development of local eSports teams. In Canada, the market has been influenced by government regulations that have recognized eSports as a legitimate sport, leading to increased investment and sponsorship opportunities. Additionally, the Canadian market has a strong media infrastructure, making it a hub for broadcasting international eSports events.
Underlying macroeconomic factors: The eSports market has been greatly impacted by macroeconomic factors, such as the rise of digital media and the increasing accessibility of internet and gaming technology. As a result, the Media Rights Market within the eSports Market has experienced tremendous growth and potential for further expansion. With the implementation of NAFTA, the market has also been influenced by trade policies and international partnerships, allowing for the exchange of media rights and content across borders. Additionally, media rights market within the eSports market is heavily influenced by consumer spending and economic health, as countries with stronger economies and higher disposable incomes are likely to invest more in eSports and related media rights. The rise of digital media and increasing global connectivity have also opened up new opportunities for revenue generation through advertising and sponsorships, making the media rights market within the eSports market a lucrative industry.
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights