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Key regions: United States, Sweden, Asia, Europe, Germany
The eSports market in the Netherlands is seeing considerable growth, with the media rights market being a major contributor. Factors such as the increasing popularity of eSports, rising awareness of its potential, and the convenience of online platforms are driving this growth rate.
Customer preferences: With the growing popularity of eSports in the Netherlands, there has been a significant increase in demand for media rights, as audiences look for more ways to engage with their favorite teams and players. This trend is further fueled by the younger demographic in the country, who are more digitally savvy and prefer consuming content on their devices. As a result, media companies are now focusing on creating tailored and interactive content for this market segment, as well as exploring new platforms and distribution channels to reach a wider audience. This shift towards digital media rights is also driven by the increasing popularity of live streaming and online gaming, as well as the need for more immersive and engaging experiences for fans.
Trends in the market: In the Netherlands, the eSports market has seen a significant increase in media rights deals, with major broadcasters like RTL and Ziggo signing partnerships with eSports leagues. This trend is expected to continue as the Dutch eSports audience grows and becomes more engaged. This shift towards traditional media involvement can lead to increased exposure and legitimacy for eSports, as well as potential challenges in balancing commercial interests and maintaining the authenticity of the industry. Additionally, the rise of streaming platforms like Twitch and YouTube has also opened up new opportunities for media rights deals, allowing for more diverse and targeted content distribution. This trend towards multi-platform broadcasting could further expand the reach and impact of eSports in the Netherlands and beyond.
Local special circumstances: In the Netherlands, the Media Rights Market within the eSports Market is heavily influenced by the country's strong gaming culture and the widespread use of digital media. This has led to a high demand for livestreaming and online content, with local platforms such as Twitch and YouTube dominating the market. Additionally, the country's pro-gaming scene is supported by government initiatives and sponsorships, driving the growth of the eSports media rights market. The Netherlands' progressive regulatory environment for eSports also enables innovative business models and partnerships, making it a hub for media rights in the industry.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in Netherlands is greatly impacted by macroeconomic factors such as the country's overall economic health, regulatory policies, and government investments. With a strong economy and favorable regulatory environment, Netherlands is witnessing a rapid growth in the eSports market, particularly in terms of media rights. The increasing digitalization and technological advancements in the country have also contributed to the growth of this market. Furthermore, the rising demand for eSports among the younger population and the increasing popularity of competitive gaming globally are key drivers for the growth of the Media Rights Market in Netherlands.
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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)