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Media Rights - Serbia

Serbia
  • Revenue in the Media Rights market market in Serbia is projected to reach US$249.9k in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.45%, leading to a projected market volume of US$633.6k by 2029.
  • While a projected market volume of US$74.4m in 2024 indicates significant revenue generation, it is primarily concentrated the United States.
  • In Serbia, the growing popularity of eSports is increasingly attracting media rights investments, highlighting the potential for a burgeoning digital entertainment market.

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 Serbia is rapidly expanding, fueled by the rising popularity of online gaming, increasing media rights deals, and a growing interest in competitive gaming. This considerable growth rate is driven by the country's tech-savvy population and the widespread adoption of digital platforms for eSports tournaments and events.

    Customer preferences:
    As the eSports market continues to grow in Serbia, there is a noticeable trend towards digital media consumption among younger generations. This has led to a rise in demand for streaming services and online gaming platforms, as well as an increase in advertising opportunities for brands looking to target this tech-savvy demographic. Additionally, there is a growing interest in eSports as a form of entertainment, with fans eagerly consuming content and engaging in online communities to stay connected to their favorite teams and players. This shift towards digital media consumption is driven by the changing lifestyle preferences of younger consumers, who value convenience and connectivity in their entertainment choices.

    Trends in the market:
    In Serbia, the eSports market has seen a surge in media rights deals, with major broadcasters and streaming platforms acquiring broadcasting rights for popular tournaments and leagues. This trend is expected to continue, as the eSports audience in the country continues to grow. In terms of media rights market, there is a shift towards digital streaming platforms, as more and more viewers prefer to watch eSports events online. This trend is significant for industry stakeholders as it presents new opportunities for revenue generation and audience engagement. However, it also poses challenges for traditional broadcasters, who may struggle to adapt to the changing landscape. As for the potential implications, it is likely that the media rights market within the eSports market will become more competitive, as different platforms vie for broadcasting rights. Additionally, there may be a shift towards more personalized and interactive viewing experiences, as digital platforms offer more flexibility and options for viewers. Overall, the trajectory of these trends indicates a promising future for the media rights market within the eSports market in Serbia.

    Local special circumstances:
    In Serbia, the Media Rights Market within the eSports Market is influenced by the country's geographical location and cultural affinity for sports. This has led to a strong interest in eSports among Serbian youth, with a growing number of local tournaments and professional players. Additionally, the country's favorable regulatory environment for online gaming and the increasing popularity of online streaming platforms have further boosted the growth of the eSports Media Rights Market in Serbia.

    Underlying macroeconomic factors:
    The Media Rights Market within the eSports Market in Serbia is affected by macroeconomic factors such as the country's overall economic stability, government policies, and global economic trends. A strong and stable economy with favorable government policies can attract investments and promote growth in the eSports market, leading to a higher demand for media rights. On the other hand, economic instability and unfavorable policies can hinder the growth of the market. Furthermore, global economic trends such as the increasing popularity of eSports and the rise of digital media consumption also play a significant role in shaping the media rights market in Serbia.

    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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