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Media Rights - United States

United States
  • In the United States, revenue in the Media Rights market market is projected to reach US$74.4m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.56%, leading to a projected market volume of US$97.5m by 2029.
  • With a projected market volume of US$74.4m in 2024, the majority of revenue is generated withthe United States.
  • In the United States, the demand for media rights in the eSports market is rapidly evolving, reflecting a growing acceptance and mainstream integration of competitive gaming.

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
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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

    In the eSports market in the United States, the media rights market is experiencing minimal growth due to factors such as increasing competition and saturation in the market. Despite the growing popularity of eSports, the media rights market is facing challenges in maximizing revenue and reaching a wider audience. However, with the increasing investment from media companies and the development of innovative streaming platforms, the media rights market is expected to see modest growth in the near future.

    Customer preferences:
    With the rise of online streaming platforms and digital content consumption, there has been a significant shift in consumer preferences towards accessing eSports events and content through digital platforms. This trend has been further accelerated by the increasing popularity of mobile gaming and the growing number of eSports fans from younger demographics. As a result, there has been a surge in demand for media rights deals that offer exclusive digital distribution rights, highlighting the importance of catering to a digitally-driven audience in the eSports market.

    Trends in the market:
    In the United States, the eSports market is experiencing a surge in media rights deals, with major networks like ESPN and Turner Broadcasting System acquiring broadcasting rights for popular eSports tournaments. This trend is expected to continue as eSports continues to gain mainstream acceptance and attract a larger audience. This has significant implications for industry stakeholders, as it opens up new revenue streams and opportunities for partnerships and sponsorships. Additionally, the rise of online streaming platforms like Twitch has also contributed to the growth of the media rights market in eSports, allowing for more direct engagement with viewers and potential monetization opportunities.

    Local special circumstances:
    In the United States, the Media Rights Market within the eSports Market is heavily influenced by the country's strong presence in the gaming industry and its widespread adoption of digital media platforms. The high demand for eSports content and the availability of advanced technology have led to lucrative broadcasting and streaming opportunities. Additionally, the US has a large and diverse population, which allows for a wide range of targeted advertising and sponsorship opportunities within the eSports market. Furthermore, the country's favorable regulatory environment and strong intellectual property laws make it an attractive market for media rights investments.

    Underlying macroeconomic factors:
    The growth of the Media Rights Market within the eSports Market in the United States is heavily influenced by macroeconomic factors such as the overall economic health of the country, regulatory policies, and investment in the eSports industry. The United States has a strong economy and a favorable regulatory environment for eSports, which has led to significant investment and growth in the market. Additionally, the increasing popularity of eSports in the United States and globally has also contributed to the growth of the Media Rights Market, as companies seek to capitalize on the growing audience and revenue potential. Furthermore, the rise of digital media and online streaming platforms has also played a significant role in the growth of the Media Rights Market within the eSports Market, as these platforms have provided new opportunities for broadcasting and monetizing eSports events and content.

    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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