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 Switzerland is seeing considerable growth, fueled by factors such as increasing media rights demand, rising awareness of eSports, and the convenience of online platforms. This growth rate is influenced by the country's strong support for eSports and the growing popularity of competitive gaming among both players and viewers.
Customer preferences: As the eSports market continues to grow, there has been a notable shift in consumer preferences towards more immersive and interactive viewing experiences. This has led to a growing demand for virtual and augmented reality technologies in media rights deals. Additionally, with the rise of mobile gaming and streaming platforms, there has been a growing focus on creating content that caters to a diverse and global audience, reflecting the cultural nuances and preferences of different demographics.
Trends in the market: In Switzerland, there is a growing trend of live streaming eSports events, with major tournaments being broadcasted on traditional media channels such as television and radio. This trend is expected to continue as the eSports market continues to grow and gain mainstream recognition. As a result, there is an increasing demand for media rights to these events, with major players in the industry investing in securing exclusive broadcasting rights. This has significant implications for industry stakeholders, as it opens up new revenue streams and opportunities for partnerships and collaborations. Additionally, it highlights the growing potential for eSports to become a major player in the media market.
Local special circumstances: In Switzerland, the eSports market has seen significant growth due to the country's high internet penetration and tech-savvy population. This has led to a demand for media rights, as Swiss viewers are highly engaged in eSports events. Additionally, the country's strict data privacy laws and regulations have influenced how media rights deals are negotiated and structured. In the highly regulated Swiss market, media companies must navigate complex legal requirements and data protection laws, which can impact the pricing and distribution of media rights.
Underlying macroeconomic factors: The Media Rights Market within the eSports Market in Switzerland is influenced by macroeconomic factors such as the country's strong economic health, favorable fiscal policies, and investments in technological advancements. Switzerland's stable economy and government support for the eSports industry have led to a conducive environment for media rights market growth. Additionally, the increasing popularity of eSports and the growing demand for digital entertainment among the Swiss population are further driving the market. This, coupled with the country's high internet penetration rate and advanced digital infrastructure, make Switzerland a lucrative market for media rights within the eSports industry.
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