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Media Rights - Peru

Peru
  • In Peru, revenue in the Media Rights market market is projected to reach US$1.1m in 2024.
  • The revenue in this sector is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.22%, which will lead to a projected market volume of US$2.7m by 2029.
  • While most revenue is generated the United States, Peru's market is also showing significant potential with a projected market volume of US$74.4m in 2024.
  • In Peru, the burgeoning eSports scene is driving interest in media rights, as local platforms seek to capitalize on the growing viewership.

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.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Revenues from media properties
  • Revenues paid to industry stakeholders
  • Payments from streaming platforms
  • Foreign broadcasters securing rights to show content in their region
  • Copyright costs for showing video / image content

Out-Of-Scope

  • Media Rights outside of the Esports ecosystem
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Esports: market data & analysis

Study Details

    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

    Analyst Opinion

    The eSports market in Peru is on the rise, thanks to its considerable growth rate. Factors such as increasing media rights and rising popularity of eSports among consumers are driving this growth. The convenience of online streaming and the increasing awareness of eSports as a legitimate form of entertainment are also contributing to this trend.

    Customer preferences:
    As eSports continues to gain popularity in Peru, the media rights market for this industry is also seeing a shift. With the rise of streaming platforms and online tournaments, traditional television broadcasting of eSports events is becoming less popular. Additionally, there has been an increase in demand for localized content, as Peruvian audiences prefer to watch tournaments featuring their own local teams and players. This trend highlights the importance of catering to cultural nuances and demographic preferences in order to effectively tap into the media rights market within the eSports industry.

    Trends in the market:
    In Peru, the eSports market is experiencing a surge in popularity, with more viewers and participants than ever before. This trend is expected to continue, as the country's gaming sector continues to grow. As a result, there is a growing demand for media rights, as companies look to capitalize on this market. This trend is significant because it shows the potential for the eSports market in Peru to become a major player in the global industry. It also has implications for industry stakeholders, as media rights become an important source of revenue and competition for securing these rights becomes more intense. In terms of media rights market, this trend is expected to drive up prices and create new opportunities for companies involved in this segment of the eSports market.

    Local special circumstances:
    In Peru, the Media Rights Market within the eSports Market is heavily influenced by the country's rapidly growing gaming industry and its young and tech-savvy population. The government's support for eSports and the rise of local gaming events have led to an increase in demand for media rights. Additionally, Peru's unique geography, with a large portion of the population living in remote areas, has resulted in a strong focus on online streaming and digital content, making it a key factor in shaping the market dynamics.

    Underlying macroeconomic factors:
    The Media Rights Market within the eSports Market in Peru is heavily influenced by macroeconomic factors such as economic stability, government policies, and overall digital infrastructure. With a growing economy and increasing investment in technology and media, Peru has created a favorable environment for the growth of the eSports market. Additionally, the country's young population and high internet penetration rate have fueled the demand for eSports content, making it an attractive market for media rights. Furthermore, the government's support for the development of the digital economy and its efforts to attract foreign investment have also contributed to the growth of the eSports market in Peru. These factors, along with the global trend of increasing popularity and revenue in the eSports industry, are expected to continue driving the growth of the Media Rights Market within the eSports Market in Peru.

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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