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 Sweden is seeing considerable growth, fueled by the increasing demand for media rights. Factors such as the rise in popularity of eSports, growing media coverage, and the convenience of online streaming services are driving this growth rate.
Customer preferences: With the growing popularity of eSports in Sweden, there has been a significant increase in consumer demand for quality media coverage of these events. This has led to a shift in preferences towards digital streaming platforms and online broadcasting of tournaments. Additionally, the rise of mobile gaming and the younger demographic of eSports audiences has also influenced the demand for easily accessible and on-the-go media content. As a result, media rights deals are now being tailored to cater to these evolving preferences, with a focus on digital and mobile platforms.
Trends in the market: In Sweden, the eSports market is experiencing a significant increase in media rights deals, with major broadcasting companies such as MTG and TV4 investing in exclusive rights to broadcast eSports tournaments. This trend is expected to continue with the growing popularity of eSports and its potential for attracting a younger audience. Additionally, there is a rise in online streaming platforms, such as Twitch and YouTube Gaming, which offer a more accessible and interactive way to consume eSports content. These developments have implications for industry stakeholders as they navigate the evolving media landscape and capitalize on the increasing demand for eSports content.
Local special circumstances: In Sweden, the eSports market has been thriving due to the country's strong tech-savvy culture and high internet penetration rate. This has led to a significant demand for media rights, with major broadcasters and online platforms investing in exclusive broadcasting deals. Additionally, Sweden's government has been supportive of the eSports industry, providing tax incentives and funding for tournaments and events. The country's strong emphasis on gender equality has also translated into the eSports scene, with a more diverse and inclusive player base compared to other markets. These unique local factors have contributed to the growth and success of the Media Rights Market within the eSports Market in Sweden.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in Sweden is greatly influenced by macroeconomic factors such as global economic trends, national economic health, and fiscal policies. Sweden's strong economy and stable political environment make it an attractive market for media rights investment in the eSports industry. Moreover, the country's high level of technological advancement and government support for eSports further contribute to its market growth. Additionally, the increasing popularity and participation in eSports among the younger demographic in Sweden are driving the demand for media rights, making it a lucrative market for investors.
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