Media Rights - United Arab Emirates

  • United Arab Emirates
  • In the United Arab Emirates, revenue in the Media Rights market market is projected to reach US$1.9m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.16%, leading to a projected market volume of US$4.7m by 2029.
  • Although in the United Arab Emirates is experiencing growth in this sector, it is noteworthy that most revenue is generated the United States, which has a projected market volume of US$74.4m in 2024.
  • The United Arab Emirates is increasingly recognizing the value of media rights in the eSports market, fostering significant investment and international partnerships.

Key regions: United States, Sweden, Asia, Europe, Germany

 
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Analyst Opinion

The eSports market in the UAE has seen considerable growth due to the increasing demand for media rights. Factors such as the rise in popularity of online gaming and the growing fan base have contributed to this growth rate. Additionally, the convenience and accessibility of digital platforms for viewing tournaments have also played a significant role in the market's expansion.

Customer preferences:
With the rise of eSports in the United Arab Emirates, there has been a noticeable increase in demand for media rights, particularly among younger generations. This can be attributed to the growing popularity of online gaming and the shift towards digital media consumption. As a result, there has been a surge in streaming platforms and online channels dedicated to broadcasting eSports events. This trend reflects a shift towards digital entertainment and the need for convenient, on-demand access to content. Additionally, with the rise of mobile gaming, there has been a noticeable increase in mobile-focused eSports events and streaming services, catering to the preferences of a younger, tech-savvy audience. This highlights the importance of staying relevant and adapting to the changing preferences and behaviors of consumers in the eSports market.

Trends in the market:
In the United Arab Emirates, the eSports market is experiencing a surge in media rights deals, with major tournaments and leagues securing broadcasting partnerships with traditional media outlets and streaming platforms. This trend is expected to continue as the eSports market continues to grow in popularity and attract a larger audience. For industry stakeholders, this trend presents opportunities for increased revenue and exposure, while also highlighting the need for strategic partnerships and innovative ways of delivering content to consumers. Additionally, this trend may also lead to the development of localized content and marketing strategies to cater to the unique cultural landscape of the United Arab Emirates.

Local special circumstances:
In the United Arab Emirates, the eSports market is influenced by the country's strong investment in technology and innovation. This has led to the development of advanced gaming infrastructure and a high demand for eSports events. Additionally, the country's young and tech-savvy population has contributed to the growth of the eSports market. However, the local media landscape and government regulations play a significant role in shaping the media rights market within the eSports industry. Unlike other markets, the UAE has strict censorship laws, which can impact the content and distribution of eSports events. Furthermore, the country's cultural and religious norms may also have an impact on the types of games and advertising allowed in the market.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in United Arab Emirates is primarily influenced by macroeconomic factors such as the country's stable economic health, favorable regulatory environment, and growing investment in digital technologies. These factors have contributed to the rapid growth of the eSports market in the country, as well as the increasing demand for media rights. Additionally, the strong presence of young, tech-savvy population in the country has also played a key role in driving the growth of the eSports market. Furthermore, the government's support for digital innovation and infrastructure development has further boosted the market by creating a conducive environment for media rights deals and partnerships.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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