Media Rights - Philippines

  • Philippines
  • In the Philippines, revenue in the Media Rights market market is projected to reach US$1.8m in 2024.
  • The revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 20.33%, which will lead to a projected market volume of US$4.5m by 2029.
  • While most revenue is generated the United States, in the Philippines is also experiencing growth in the Media Rights market market, with a projected market volume of US$74.4m in 2024.
  • The Philippines is witnessing a surge in interest for eSports media rights, driven by a rapidly growing youth demographic engaged in competitive gaming.

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

 
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Analyst Opinion

The eSports market in the Philippines is seeing remarkable growth, thanks to factors such as the increasing popularity of digital platforms, rising awareness among consumers, and the convenience of online services. This growth rate is being driven by the country's strong media rights market and its impact on the eSports industry.

Customer preferences:
In the Philippines, there has been a noticeable increase in consumer demand for digital content and live streaming services within the eSports market. This trend is driven by a growing preference for on-the-go entertainment and the rise of mobile gaming. Additionally, with the increasing availability of affordable internet and smartphones, more Filipinos are able to access and engage with eSports content. This shift towards digital media consumption is also influenced by the country's young and tech-savvy population, who are more likely to embrace new technologies and platforms for entertainment.

Trends in the market:
In the Philippines, the eSports market is experiencing a surge in popularity, with a growing number of tournaments and events being organized. This trend is expected to continue as the country's gaming community continues to expand. In terms of media rights, there is a rising demand for live streaming of eSports events, with major broadcasters and streaming platforms investing in exclusive rights. This trend is expected to drive revenue growth in the media rights market and provide new opportunities for industry stakeholders. Additionally, the rise of mobile gaming in the Philippines presents an opportunity for media rights deals to extend beyond traditional platforms and into the mobile space. This could have significant implications for the industry, as it opens up new avenues for revenue and audience reach. As the eSports market in the Philippines continues to mature, the potential for media rights deals to become more lucrative is also expected to increase.

Local special circumstances:
In the Philippines, the Media Rights Market within the eSports Market is heavily influenced by the country's love for gaming and its growing tech-savvy population. The government's support for the industry, coupled with the rise of local eSports teams and tournaments, has led to a strong demand for media rights. Additionally, the country's strong presence on social media and streaming platforms has created a unique market for online broadcasting of eSports events, making it a key platform for media rights deals.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in the Philippines is heavily influenced by macroeconomic factors such as the country's national economic health, fiscal policies, and global economic trends. The growth of the market is also impacted by the country's regulatory environment and investment in digital technologies. Countries with favorable regulatory environments and strong investment in digital media are experiencing faster market growth compared to regions with regulatory challenges and limited investments. Furthermore, the increasing popularity of eSports and the growing youth population in the Philippines are driving demand for media rights in the market.

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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