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Publisher Fees - Baltics

Baltics
  • In the Baltics, revenue in the Publisher Fees market market is projected to reach US$1.1m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 0.07%, leading to a projected market volume of US$1.1m by 2029.
  • Notably, with a projected market volume of US$29.6m in 2024, the majority of revenue is generated China.
  • In the Baltics, Publisher Fees within the eSports market are increasingly influenced by a surge in local gaming tournaments and sponsorship opportunities.

Definition:

Esports Publisher Fees refer to the payments made by tournament organizers, leagues, and other entities to game developers or publishers for the right to use their games in competitive esports events. These fees are essential for securing the official authorization to host and broadcast tournaments, ensuring that the publisher maintains control over how their intellectual property is used within the esports ecosystem. Publisher fees are a key revenue stream for game developers, enabling them to support the growth of their games in the competitive scene, while also influencing the structure and scale of esports competitions. This market segment highlights the symbiotic relationship between game publishers and the broader esports industry, where successful games drive the popularity of esports, and in turn, esports enhances the game's visibility and longevity.

Additional information:

The market comprises revenues. 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

  • Revenue streams paid by game publishers towards Esport organizers for hosting events

Out-Of-Scope

  • Investments of game publishers on their own events
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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 Baltics has seen a marginal growth, influenced by factors such as high publisher fees and limited infrastructure. This has resulted in a slow growth rate for the market, despite the increasing popularity of eSports in the region.

    Customer preferences:
    As the popularity of eSports continues to grow in the Baltics, there has been a noticeable increase in demand for online gaming platforms and services. This has led to a rise in publisher fees, with companies looking to capitalize on the booming market. Additionally, with the younger demographic being the primary target audience for eSports, there has been a shift towards more immersive and interactive gaming experiences, further driving the demand for publisher fees.

    Trends in the market:
    In the Baltics, the Publisher Fees Market within the eSports Market is experiencing a surge in demand for sponsorship and advertising opportunities. As the popularity of eSports continues to grow, brands are increasingly looking to capitalize on this market by partnering with publishers and teams. Additionally, there is a trend towards more flexible and customizable fee structures, allowing for a wider range of companies to enter the market. This trend is significant as it opens up opportunities for smaller businesses and creates a more diverse and competitive market. However, it may also lead to increased competition and potentially drive fees down, making it more challenging for larger publishers to secure lucrative deals. Overall, this trend has significant implications for both publishers and brands, as they navigate the evolving landscape of the eSports market in the Baltics.

    Local special circumstances:
    In the Baltics, the eSports market has been gaining traction due to the region's strong tech infrastructure and high internet penetration rates. The cultural affinity for gaming and the government's support for the industry has also contributed to its growth. However, the relatively small population and limited market size have resulted in lower publisher fees compared to other regions. Additionally, the lack of major global tournaments in the region has limited the potential for revenue generation through sponsorships and advertising.

    Underlying macroeconomic factors:
    The Publisher Fees Market within the eSports Market in the Baltics is heavily influenced by macroeconomic factors such as the overall economic health of the region, government policies, and global economic trends. Favorable economic conditions and government support for the eSports industry have led to significant growth in the Publisher Fees Market. Additionally, the increasing popularity of eSports and the growing audience for competitive gaming have also contributed to the market's growth in the Baltics. However, economic downturns and regulatory challenges in the region could potentially hinder the market's growth. Moreover, the region's digital infrastructure and technological advancements also play a crucial role in the development of the Publisher Fees Market within the eSports Market in the Baltics.

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    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.

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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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