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 Spain is seeing mild growth, influenced by factors such as increasing media rights sales and the growing popularity of online gaming among consumers. The market's growth rate is impacted by the rise of digital technology and the convenience of online services.
Customer preferences: The eSports market in Spain has witnessed a significant increase in online viewership, as consumers prefer to access content on digital platforms. This trend is driven by the younger demographic, who are more likely to consume content on their mobile devices. As a result, media rights deals are now being structured to include streaming rights, catering to the growing demand for online content. Additionally, with the rise of live streaming platforms, such as Twitch, there is a shift towards more interactive and community-driven viewing experiences, further shaping the media landscape in the eSports market.
Trends in the market: In Spain, the Media Rights Market within the eSports Market is experiencing a surge in demand for live streaming and broadcasting rights, as more viewers turn to online platforms for their entertainment. This trend is expected to continue with the rise of digital platforms such as Twitch and YouTube, which offer eSports content to a global audience. This has significant implications for industry stakeholders, as it opens up new revenue streams and opportunities for partnerships and sponsorships. Additionally, the increasing popularity of eSports among younger demographics makes it an attractive market for advertisers, who are looking to reach this audience through targeted digital campaigns. These trends are expected to shape the future of the eSports market in Spain, with continued growth and potential for further monetization.
Local special circumstances: In Spain, the Media Rights Market within the eSports Market is heavily influenced by the country's strong traditional sports culture. This has led to a unique blend of traditional sports and eSports events, with many sports leagues now incorporating eSports competitions. Additionally, the Spanish government has been supportive of the eSports industry, providing tax benefits for companies investing in the sector. However, regulations on broadcasting rights and advertising in the media industry can pose challenges for the Media Rights Market within the eSports Market in Spain.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in Spain is influenced by macroeconomic factors such as the country's economic health, government policies, and global economic trends. A strong and stable economy, as well as government support for the eSports industry, can lead to increased investments and growth in the Media Rights Market. Additionally, the increasing popularity and demand for eSports globally can also positively impact the market in Spain, with more opportunities for media rights partnerships and sponsorships. On the other hand, economic downturns and unfavorable government policies can hinder the growth of the market. It is essential for the Spanish government to create a favorable environment for the eSports industry to thrive and attract investments from both domestic and international sources.
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