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Media Rights - South America

South America
  • Revenue in the Media Rights market market in South America is projected to reach US$15.7m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 13.24%, leading to a projected market volume of US$29.1m by 2029.
  • Despite this growth, it is important to note that most revenue in the global context is generated the United States, with a projected market volume of US$74.4m in 2024.
  • As South America's eSports scene matures, media rights negotiations are increasingly reflecting the region's growing youth engagement and digital consumption trends.

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 South America is experiencing steady growth, driven by the increasing demand for media rights and the region's growing interest in competitive gaming. This is influenced by the rising popularity of online streaming platforms and the region's strong presence in the global eSports scene.

    Customer preferences:
    Consumers in South America are increasingly interested in consuming eSports content through digital platforms, such as streaming services and online gaming communities. This trend is driven by the growing availability of high-speed internet and the rise of mobile gaming. Moreover, the cultural preference for competitive gaming and the strong presence of social media in the region have also contributed to the growth of the eSports media rights market. As a result, media companies are focusing on securing exclusive streaming rights for major eSports tournaments and events in South America. This shift towards digital consumption has also led to a surge in demand for localized content and commentary in languages such as Spanish and Portuguese.

    Trends in the market:
    In South America, the eSports market is experiencing a surge in media rights agreements, as major broadcasters and streaming platforms are recognizing the potential of this industry. This trend is expected to continue, with projections showing a steady increase in media rights revenues. This is significant for industry stakeholders as it opens up new revenue streams and raises the profile of eSports. Additionally, it allows for greater accessibility and exposure for fans and players alike. As the eSports market continues to grow in South America, media rights agreements will play a crucial role in shaping the future of this industry.

    Local special circumstances:
    In South America, the Media Rights Market within the eSports Market is heavily influenced by the region's strong passion for sports and growing interest in gaming. This unique combination has led to a surge in demand for eSports content, particularly in countries like Brazil and Argentina where traditional sports have a strong following. Additionally, the region's rapidly developing internet infrastructure and increasing smartphone penetration make it an ideal market for live streaming and online broadcasting of eSports events. Furthermore, the relatively relaxed regulatory environment in South America allows for more flexibility and innovation in the media rights market, creating opportunities for partnerships and collaborations between eSports companies and media outlets.

    Underlying macroeconomic factors:
    The Media Rights Market within the eSports Market in South America is impacted by various macroeconomic factors such as the overall economic health of the region, government policies and regulations, and global economic trends. Countries with robust economies and supportive regulatory frameworks are experiencing significant growth in the eSports media rights market, as they provide a favorable environment for investment and growth. Furthermore, the rising popularity of eSports and increasing demand for digital entertainment among the young population in South America is also driving the growth of the media rights market. Additionally, the growth of the digital economy and advancements in technology are creating new opportunities for the eSports media rights market in South America. These factors, coupled with the region's favorable demographics and increasing disposable income, are expected to continue driving market growth in the coming years.

    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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