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Media Rights - Turkey

Turkey
  • In Turkey, revenue in the Media Rights market market is projected to reach US$3.9m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.73%, leading to a projected market volume of US$5.4m by 2029.
  • While in Turkey has a significant market presence, most revenue in the Media Rights market market is generated the United States, which has a projected market volume of US$74.4m in 2024.
  • In Turkey, the burgeoning interest in eSports is driving a competitive landscape for media rights, as local and international brands seek strategic partnerships.

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
Esports: market data & analysis - Cover

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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 Turkey is experiencing mild growth, influenced by factors such as the increasing demand for media rights and the growing popularity of digital platforms. The convenience and accessibility of online services also contribute to this growth.

    Customer preferences:
    With the rise of live streaming platforms, consumers in Turkey are increasingly turning to eSports as a form of entertainment, leading to a growing interest in media rights within the market. This trend is fueled by the country's young and tech-savvy population, as well as the increasing accessibility and affordability of high-speed internet. As a result, traditional media platforms are also starting to invest in eSports coverage, indicating a shift in consumer preferences towards digital content and online gaming.

    Trends in the market:
    In Turkey, the eSports market is experiencing a steady growth, leading to an increase in media rights market for eSports events. This trend is significant as it opens up new revenue streams for industry stakeholders. With the rise of streaming platforms, there is a shift towards online viewership, making it easier for brands to reach a wider audience. This trajectory also has implications for traditional sports media, as eSports gains more popularity and competes for viewership. In addition, the trend towards franchising in eSports leagues could lead to more exclusive media rights deals, further driving the growth of the media rights market in the eSports industry.

    Local special circumstances:
    In Turkey, the Media Rights Market within the eSports Market is greatly influenced by the country's young population and high internet usage. Additionally, the government's focus on promoting the digital economy has led to a surge in eSports tournaments and events. Furthermore, the Turkish culture's love for sports, particularly football, has translated into a strong interest in eSports, making it a highly lucrative market for media rights. This unique combination of factors has created a vibrant and growing landscape for eSports media rights in Turkey, setting it apart from other markets.

    Underlying macroeconomic factors:
    The Media Rights Market within the eSports Market in Turkey is impacted by macroeconomic factors such as the country's overall economic health, government policies, and global economic trends. Turkey's growing economy and increasing investment in the digital and entertainment sectors have created a favorable environment for the eSports market. Additionally, the country's young population and high internet penetration rate have contributed to the growth of the eSports industry. However, challenges such as regulatory barriers and limited funding for infrastructure development may hinder the market's potential growth. As the eSports market continues to gain global recognition, Turkey's economic stability and policies will play a vital role in shaping the media rights market within the industry.

    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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