Media Rights - Pakistan

  • Pakistan
  • In Pakistan, revenue in the Media Rights market market is projected to reach US$1.6m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.40%, leading to a projected market volume of US$4.2m by 2029.
  • Although most revenue in the Media Rights market market is generated the United States, Pakistan's market is set to experience significant growth in the coming years, with a projected market volume of US$74.4m in 2024.
  • In Pakistan, the burgeoning interest in eSports has led to an increasing demand for media rights, reflecting the country's youthful demographic's engagement with digital entertainment.

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

 
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Analyst Opinion

The eSports market in Pakistan is rapidly expanding, fueled by the increasing adoption of digital technologies, growing interest in competitive gaming, and the convenience of online platforms. The market's considerable growth rate can be attributed to the country's young population and the rising popularity of eSports as a form of entertainment and competition.

Customer preferences:
As the eSports market continues to grow in Pakistan, there has been a noticeable increase in demand for media rights, particularly in the form of live streaming and broadcasting. This can be attributed to the country's large youth population and their preference for consuming content on digital platforms. Additionally, the rise of online gaming communities and tournaments has led to a surge in viewership, making media rights a valuable asset for eSports organizations and platforms. This trend is expected to continue as more individuals embrace online gaming and eSports as a form of entertainment.

Trends in the market:
In Pakistan, the eSports industry is rapidly growing, with a surge in online gaming and live streaming. This has led to an increase in demand for media rights, as stakeholders seek to capitalize on the popularity of eSports. Additionally, there is a trend towards creating localized content for the Pakistani market, catering to the specific interests and preferences of the audience. This trajectory is significant as it highlights the potential for the eSports market to become a major source of revenue for media companies and content creators. It also presents opportunities for partnerships and collaborations between local and international stakeholders. However, there may also be challenges in terms of navigating cultural sensitivities and regulatory frameworks. Overall, the current trends in the media rights market within the eSports industry in Pakistan have far-reaching implications for the growth and development of the market, making it an exciting and dynamic space for industry stakeholders.

Local special circumstances:
In Pakistan, the Media Rights Market within the eSports Market is heavily influenced by the country's cultural and regulatory landscape. With a large youth population and a strong interest in gaming, the market has a high potential for growth. However, strict government regulations on internet usage and content censorship pose challenges for the industry. Additionally, the country's limited infrastructure and access to technology may impact the adoption of eSports and digital media platforms for broadcasting. These unique local factors must be considered when entering the Pakistani market for media rights in eSports.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Pakistan is heavily influenced by macroeconomic factors such as the country's overall economic health, government fiscal policies, and global economic trends. The growing popularity of eSports in the country has led to an increase in investment and interest from international media companies, resulting in a more competitive market for media rights. Additionally, Pakistan's growing economy and investment in digital infrastructure have created a favorable environment for the growth of the eSports market, leading to increased demand for media rights. Furthermore, the country's young population and their increasing interest in gaming and eSports are also contributing to the market's growth.

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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