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Media Rights - Romania

Romania
  • In Romania, revenue in the Media Rights market market is projected to reach US$1.2m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.40%, leading to a projected market volume of US$3.0m by 2029.
  • While the projected market volume in Romania is noted to be US$74.4m in 2024, it is important to recognize that most revenue is generated the United States.
  • In Romania, the burgeoning eSports scene is increasingly attracting media rights investments, reflecting a growing recognition of its potential for audience engagement and revenue generation.

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 Romania is witnessing considerable growth, driven by the increasing adoption of digital technologies, growing awareness among consumers, and the convenience of online services. This growth rate can be attributed to the rising popularity of eSports and the increasing media rights deals being made for major tournaments and events in the country.

    Customer preferences:
    As the eSports market continues to grow, there has been a noticeable increase in demand for live streaming and online viewing options. This trend is driven by the younger, tech-savvy demographic of eSports enthusiasts who prefer to consume content on digital platforms. Additionally, the rise of mobile gaming and the availability of high-speed internet has made it easier for audiences to access eSports events and tournaments on the go, further fueling the demand for media rights in this market.

    Trends in the market:
    In Romania, the eSports market is gaining significant attention and investment in recent years. This has led to a surge in media rights deals for broadcasting and streaming of eSports events. This trend is expected to continue, as eSports becomes more mainstream and attracts a wider audience. Additionally, there is a growing trend of partnerships between eSports organizations and traditional media outlets, further boosting the visibility and reach of eSports. The implications of these trends are significant, as it opens up new revenue streams and opportunities for industry stakeholders such as media companies, eSports teams, and event organizers. This also highlights the increasing legitimacy and recognition of eSports as a competitive and lucrative industry. With the trajectory of these trends pointing towards continued growth and expansion, it is clear that the media rights market within the eSports market will play a crucial role in shaping the industry's future.

    Local special circumstances:
    In Romania, the eSports market has been rapidly growing due to the country's high internet penetration rate and increasing popularity of online gaming. The Media Rights Market within this sector is influenced by the country's unique regulatory environment, which allows for more lenient advertising and sponsorship regulations compared to other European countries. Additionally, the country's rich culture and history in traditional sports has led to a strong interest and support for eSports, creating a lucrative opportunity for media rights deals. These factors, combined with Romania's growing economy and tech-savvy population, make it a promising market for media rights within the eSports industry.

    Underlying macroeconomic factors:
    The eSports Market in Romania is heavily influenced by macroeconomic factors such as the country's economic stability, government policies, and global economic trends. With a growing economy and favorable regulatory environment, Romania presents a promising opportunity for the Media Rights Market within the eSports Market. Additionally, the increasing popularity of eSports globally and the rise of digital media platforms have created a demand for media rights in the Romanian market. Furthermore, the country's young and tech-savvy population, along with the increasing penetration of internet and mobile devices, are driving the growth of the eSports Market and the demand for media rights. Therefore, the market is expected to witness significant growth in the coming years, making it an attractive investment option for players in the media and eSports industries.

    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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