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Key regions: United States, Sweden, Asia, Europe, Germany
The eSports market in South Africa has been experiencing mild growth, impacted by factors such as increasing media rights deals, growing awareness of eSports, and the convenience of online streaming platforms.
Customer preferences: The rise of social media and online streaming platforms has led to a growing demand for interactive and engaging content, including eSports tournaments and events. This has resulted in a shift towards digital media rights deals, with traditional broadcasters now competing with digital platforms for exclusive broadcasting rights. Additionally, there has been a significant increase in the use of mobile devices to access eSports content, catering to the on-the-go lifestyle of younger audiences. This trend is expected to continue as eSports continues to gain mainstream popularity in South Africa.
Trends in the market: In South Africa, the eSports market has seen a surge in popularity, with major tournaments and events drawing in large crowds. As a result, there has been a growing demand for media rights, leading to lucrative partnerships between eSports organizations and media companies. This trend is expected to continue as the eSports market in South Africa continues to grow. Additionally, with the rise of streaming platforms and online viewership, there is a shift towards digital media rights, providing a wider reach and potential for increased revenue for industry stakeholders. However, there may also be challenges in balancing the traditional broadcast model with the emerging digital landscape, requiring adaptability and strategic partnerships in the media rights market within the eSports industry.
Local special circumstances: In South Africa, the Media Rights Market within the eSports Market is influenced by the country's unique regulatory landscape. The government has implemented strict regulations on online gambling, which has affected the growth of eSports betting platforms. Additionally, the country's limited internet infrastructure has also posed challenges for the growth of online streaming platforms. However, the increasing popularity of eSports among the youth population and the rise of local eSports teams have created opportunities for media rights deals with local broadcasters.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in South Africa is heavily influenced by macroeconomic factors such as the country's overall economic health, government policies, and global economic trends. The growth of the market is also impacted by the level of investment in digital media infrastructure, availability of high-speed internet, and the adoption of new technologies. In addition, favorable regulatory environments and government support for the eSports industry can contribute to market growth. However, regulatory challenges and limited funding in this sector can hinder market growth. Furthermore, the increasing popularity of eSports in South Africa, coupled with the country's relatively young population, presents a significant opportunity for the growth of the Media Rights Market within the eSports Market.
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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)