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.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Aug 2024
Source: Statista Market Insights
The eSports market in Russia is facing subdued growth due to factors such as limited media rights and a slow adoption of digital technologies. However, rising health awareness among consumers and the convenience of online health services are expected to drive growth in the near future.
Customer preferences: As the eSports market continues to grow in popularity, there has been a significant increase in demand for digital streaming platforms and online gaming content. This has led to a rise in the media rights market for eSports, with companies vying for exclusive broadcasting rights. Additionally, with the rise of social media and influencer culture, there has been a shift towards live streaming of eSports tournaments and events, further driving the demand for media rights. This trend is likely to continue as younger generations increasingly consume media through online platforms and seek out personalized and interactive content.
Trends in the market: In Russia, the eSports market is experiencing a surge in media rights market, with major broadcasters and streaming platforms investing in broadcasting rights for popular eSports tournaments and leagues. This trend is expected to continue, driven by the growing popularity of eSports and the increasing demand for live streaming and on-demand content. This presents significant opportunities for industry stakeholders, such as game publishers, tournament organizers, and broadcasting companies, to capitalize on the growing interest in eSports and expand their reach. Additionally, with the rise of digital platforms and social media, there is potential for further growth and monetization of media rights in the eSports market in Russia.
Local special circumstances: In Russia, the Media Rights Market within the eSports Market is heavily influenced by the country's strong tradition in gaming and its large population of avid gamers. Additionally, the government's support for the development of the eSports industry has led to the emergence of numerous tournaments and leagues, creating a strong demand for media rights. Furthermore, the country's vast territory and diverse population make it a unique market, with different regions having their own preferences and preferences for specific games and players. This has led to a diverse and competitive media rights market, with various companies vying for exclusive broadcasting rights.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in Russia is influenced by various macroeconomic factors. The country's economic health, fiscal policies, and global economic trends play a significant role in shaping the market. For instance, a stable economy and favorable fiscal policies can attract investments and drive market growth. On the other hand, economic instability and unfavorable policies can hinder market growth. Moreover, the overall health of the Russian economy, including factors like inflation, GDP growth, and consumer spending, can also impact the demand for media rights in the eSports market. These factors, along with other financial indicators, should be considered when analyzing the performance of the Media Rights Market within the eSports Market in Russia.
Most recent update: Aug 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights