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Key regions: United Kingdom, India, France, Europe, United States
The eSports market in ASEAN is projected to have negligible growth, due to factors such as high publisher fees and limited access to digital infrastructure. Despite rising interest in eSports, the market faces challenges in achieving significant growth.
Customer preferences: With the rapid growth of the eSports industry in ASEAN, there has been a significant increase in demand for high-quality and engaging content. This has led to a rise in publisher fees within the eSports market, as companies look for ways to monetize their content. Additionally, with the rise of mobile gaming and the increasing availability of affordable smartphones, there has been a shift towards mobile eSports, catering to a younger, more tech-savvy demographic. This trend is indicative of the growing influence of digital media and technology in the region, as well as the changing preferences of consumers towards more convenient and accessible forms of entertainment.
Trends in the market: In ASEAN, the Publisher Fees Market within the eSports Market is experiencing a significant increase due to the rising popularity of eSports. With the increasing number of publishers entering the market, there is a growing trend of revenue sharing models, where publishers receive a percentage of revenue from tournament organizers. This trend is expected to continue with the growth of eSports in the region. It is significant for industry stakeholders as it provides a sustainable revenue stream for publishers and incentivizes them to invest in the development of eSports. It also allows tournament organizers to partner with publishers and secure popular titles for their events, driving higher viewership and revenue. However, there may be potential implications for smaller publishers who may struggle to negotiate favorable fees, limiting their entry into the market.
Local special circumstances: In ASEAN, the Publisher Fees Market within the eSports Market is influenced by the region's rapidly growing digital economy and young population. Countries like Thailand and Vietnam are witnessing a surge in online gaming and eSports, leading to higher demand for publisher fees. In Indonesia, the market is driven by the government's support for eSports and the rise of local gaming communities. Additionally, the relatively low cost of internet access in ASEAN countries has contributed to the growth of the eSports market and subsequently, the Publisher Fees Market.
Underlying macroeconomic factors: The Publisher Fees Market within the eSports Market in ASEAN is strongly influenced by macroeconomic factors such as global economic trends, national economic health, fiscal policies, and other relevant financial indicators. The growth of the market is heavily dependent on the overall economic stability of the region, as well as the level of government support and investment in the eSports industry. Countries with favorable regulatory environments and strong investment in digital entertainment are experiencing faster market growth compared to regions with regulatory challenges and limited funding for the gaming sector. Additionally, the growing popularity of eSports among the younger population and the increasing disposable income in ASEAN countries are driving the demand for publisher fees within the eSports market.
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Publisher Fees market, which comprises payments from game publishers to Esports organizers for hosting events. 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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)