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 the Nordics is seeing considerable growth, propelled by factors such as the rising popularity of digital media and the increasing demand for media rights. This growth is also influenced by the region's high level of tech-savvy consumers and the convenience of online platforms.
Customer preferences: As the popularity of eSports continues to rise in the Nordics, there is a noticeable shift in consumer preferences towards online streaming platforms for live events, rather than traditional television broadcasts. This trend is driven by the younger demographic, who are more tech-savvy and prefer to consume content on digital platforms. Additionally, with the growing acceptance and mainstream recognition of eSports, there is an increasing demand for localized and culturally relevant content, catering to the diverse audiences in the region.
Trends in the market: In the Nordics, there is a growing trend of traditional media companies investing in eSports, recognizing its potential for growth. These companies are acquiring broadcasting rights for major eSports events, such as the League of Legends World Championship and the Intel Extreme Masters. This trend is expected to continue as the eSports audience continues to grow and attract mainstream attention. As a result, industry stakeholders can expect an increase in competition for media rights, potentially driving up prices and leading to more diverse viewing options for fans. Additionally, this trend highlights the increasing convergence between traditional media and eSports, suggesting potential collaborations and partnerships in the future.
Local special circumstances: In the Nordics, the eSports Media Rights Market is heavily influenced by the region's strong gaming culture and high internet penetration rates. Additionally, the region's strict data privacy laws and focus on sustainability have led to the development of innovative and eco-friendly streaming platforms. Furthermore, the region's small size and shared language have facilitated collaboration and cross-promotion among local eSports organizations, creating a tight-knit and supportive community. These unique factors have contributed to the rapid growth and success of the eSports Media Rights Market in the Nordics.
Underlying macroeconomic factors: The eSports market in the Nordics is heavily influenced by macroeconomic factors such as the overall economic health of the region, government policies and regulations, and global economic trends. The Nordics are known for having a strong and stable economy, which has created a favorable environment for the growth of the eSports market. Additionally, the region's strong investment in technology and digital infrastructure has also played a key role in the growth of the Media Rights Market within the eSports Market. This has enabled the region to establish itself as a leader in the digital landscape, attracting major players in the eSports industry and driving market growth. Furthermore, the increasing popularity of eSports and the growing demand for digital entertainment among the younger population have also contributed to the growth of the Media Rights Market in the Nordics.
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