Publisher Fees - Benelux

  • Benelux
  • In Benelux, revenue in the Publisher Fees market market is projected to reach US$4.6m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 0.43%, leading to a projected market volume of US$4.7m by 2029.
  • Despite this growth, it is noteworthy that most revenue in the Publisher Fees market market is generated China, with a projected market volume of US$29.6m in 2024.
  • In the Benelux region, the increasing popularity of eSports is driving publishers to enhance their revenue-sharing models to attract more local gaming talent.

Key regions: United Kingdom, India, France, Europe, United States

 
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Analyst Opinion

The eSports market in Benelux nan is facing negligible growth, impacted by factors such as increasing publisher fees and low consumer awareness. Despite this, the convenience of online services and rising interest in eSports are driving some growth in the region.

Customer preferences:
As eSports continues to gain popularity in the Benelux region, there has been a noticeable increase in the demand for publisher fees. This can be attributed to a growing number of consumers who are willing to pay for premium content, such as exclusive in-game items and access to special features. This trend is also being fueled by the rise of micro-transactions, which offer players the option to make small purchases within the game. As the young and tech-savvy population in the region continues to embrace gaming as a form of entertainment, the publisher fees market is expected to see further growth in the coming years.

Trends in the market:
In the Benelux region, the Publisher Fees Market within the eSports Market is experiencing a growing trend of partnerships between publishers and eSports organizations. This trend is significant as it allows publishers to tap into the fast-growing eSports market and gain a larger audience for their games. It also provides opportunities for eSports organizations to secure funding and resources from publishers. Additionally, there is a rise in subscription-based models for access to exclusive in-game content, which can lead to increased revenue for both parties. These trends could potentially impact industry stakeholders by creating new revenue streams and expanding their reach in the eSports market.

Local special circumstances:
In the Benelux region, the eSports market is heavily influenced by the strong presence of traditional sports, particularly football, and the popularity of physical sports betting. This has led to a slow adoption of eSports by traditional sports organizations and a slower growth of the market compared to other regions. Additionally, government regulations on gambling and advertising have also impacted the growth of the Publisher Fees Market, as they limit the opportunities for sponsorships and partnerships with gambling companies. Furthermore, the smaller size and cultural diversity of the Benelux region also create challenges for publishers in understanding and catering to the local preferences and interests of the audience.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in the Benelux region is impacted by several macroeconomic factors, including global economic trends, national economic health, fiscal policies, and financial indicators. The growth of this market is closely tied to the overall health of the economy, as a strong economy can lead to increased consumer spending on eSports events and products. Additionally, government policies and regulations can affect the market by either promoting or hindering its growth. For instance, favorable tax policies and incentives can incentivize publishers to invest in the Benelux region, while stricter regulations or high taxes can discourage publishers and hinder market growth. Moreover, the level of investment in the eSports infrastructure and technology, as well as the overall consumer purchasing power, also play a significant role in the market performance.

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.

Overview

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