Media Rights - Saudi Arabia

  • Saudi Arabia
  • In Saudi Arabia, revenue in the Media Rights market market is projected to reach US$6.7m in 2025.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 8.48%, leading to a projected market volume of US$9.3m by 2029.
  • While a projected market volume of US$81.2m in 2025 indicates significant activity, most revenue is generated the United States.
  • Saudi Arabia is increasingly positioning itself as a key player in the eSports media rights market, attracting global attention and investment.

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

 
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Analyst Opinion

The eSports market in Saudi Arabia is seeing significant growth, driven by factors such as increasing media rights and awareness, as well as the convenience of online services. This growth rate is being impacted by the country's strong focus on promoting eSports as a major industry and its growing popularity among the younger generation.

Customer preferences:
As the popularity of eSports continues to rise in Saudi Arabia, the demand for media rights has also increased. This trend can be attributed to the country's large youth population, who are avid fans of video games and technology. Additionally, the rise of social media and online streaming platforms has allowed for greater access to eSports tournaments and events. This has led to a shift in consumer preferences towards digital media consumption, as opposed to traditional forms of entertainment. As the market for eSports media rights continues to grow, we can expect to see an increase in partnerships and collaborations between eSports organizations and media companies, catering to the evolving lifestyle habits of Saudi Arabian consumers.

Trends in the market:
In Saudi Arabia, the Media Rights Market within the eSports Market is experiencing a surge in popularity, with broadcasters and streaming platforms investing heavily in broadcasting rights. This trend is being driven by a growing fan base and increased interest in eSports tournaments and events. Additionally, there is a rise in the use of social media and online platforms for live streaming and distribution of eSports content. This trend is expected to continue, providing opportunities for industry stakeholders to reach a wider audience and generate revenue through advertising and sponsorship deals. However, this also raises potential challenges for traditional media outlets, as they may struggle to compete with online platforms in securing broadcasting rights. As a result, there may be a shift towards more digital and online-focused strategies in the media rights market for eSports in Saudi Arabia.

Local special circumstances:
In Saudi Arabia, the eSports market is rapidly growing due to the country's high internet and mobile penetration rates, as well as the young and tech-savvy population. However, the media rights market within this sector is still in its early stages, with limited local investors and infrastructure. Additionally, the country's strict regulatory framework, including restrictions on certain types of content and censorship, may also impact the development of the media rights market. These unique factors may require tailored strategies and partnerships for eSports companies and media rights holders looking to enter the Saudi Arabian market.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market market in Saudi Arabia is heavily influenced by macroeconomic factors such as the country's economic health, fiscal policies, and global economic trends. With a growing economy and increasing investment in digital technologies, Saudi Arabia is experiencing a surge in the demand for media rights within the eSports Market. Additionally, favorable regulatory policies and government support for the development of the digital market in the country are driving the growth of the Media Rights Market. Furthermore, the rise in disposable income and the growing popularity of eSports among the youth population in Saudi Arabia are also contributing to the market's growth.

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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