Media Rights - Poland

  • Poland
  • In Poland, revenue in the Media Rights market market is projected to reach US$3.6m in 2025.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 19.37%, leading to a projected market volume of US$7.3m by 2029.
  • While most revenue in the global context is generated the United States, in Poland is also witnessing significant developments in the Media Rights market market with a projected market volume of US$81.2m in 2025.
  • Poland's burgeoning eSports scene is increasingly attracting media rights investments, reflecting a growing recognition of its potential within the European market.

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

 
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Analyst Opinion

The Media Rights Market in the eSports Market in Poland is witnessing considerable growth, fueled by factors like the increasing popularity of digital platforms, growing awareness of eSports among the public, and the convenience of online streaming services. The market's growth rate is being driven by the rising demand for media rights to broadcast eSports events and tournaments, as well as the increasing interest from advertisers and sponsors in this rapidly expanding industry.

Customer preferences:
With the increasing popularity of eSports in Poland, there has been a rise in demand for media rights, as more and more fans are looking for ways to watch their favorite teams and players compete. This trend is driven by the growing interest in eSports among younger generations, who are avid consumers of digital content. As a result, media companies are starting to invest in eSports broadcasting rights, recognizing the potential of this market. Additionally, the rise of online streaming platforms has made it easier for fans to access and consume eSports content, further contributing to the growth of the media rights market within the eSports industry.

Trends in the market:
In Poland, the Media Rights Market within the eSports Market is experiencing a surge in demand for exclusive broadcasting rights, as major media companies look to capitalize on the growing popularity of eSports. This trend is expected to continue, with more investments being made in the industry and the potential for new partnerships between media and eSports companies. Additionally, there is a shift towards online streaming and digital content distribution, as more consumers turn to online platforms for their eSports fix. This trend is significant as it opens up new revenue streams for industry stakeholders and allows for a wider reach and engagement with audiences. However, it also presents challenges for traditional media outlets and raises questions about the future of traditional broadcasting methods.

Local special circumstances:
In Poland, the Media Rights Market within the eSports Market is heavily influenced by the country's strong gaming culture and increasing internet penetration. The popularity of eSports events and tournaments has led to a rise in media rights deals, with major broadcasters and streaming platforms investing in exclusive rights. Additionally, Poland's favorable regulatory environment for eSports has encouraged the growth of the market, with government support and recognition of eSports as an official sport. This has also attracted international players and investors to the market.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Poland is heavily influenced by macroeconomic factors such as technological advancements, regulatory support, and investment in digital media infrastructure. As a country with a thriving tech sector and a supportive business environment, Poland is well-positioned to capitalize on the growing popularity of eSports and the increasing demand for media rights. Additionally, the country's strong economic growth and stable fiscal policies provide a favorable environment for businesses to invest in the eSports market. With a large and digitally-savvy population, Poland is expected to continue to see significant growth in the Media Rights Market within the eSports Market in the coming years.

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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