Publisher Fees - BRICS

  • BRICS
  • In Brazil, revenue in the Publisher Fees market market is projected to reach US$39.9m in 2025.
  • The revenue in this market is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 4.55%, culminating in a projected market volume of US$47.7m by 2029.
  • Furthermore, with a projected market volume of US$32.2m in 2025, the majority of revenue is generated China, which is a member of the BRICS countries.
  • In Brazil, the evolving landscape of eSports is increasingly influencing publisher fees as local developers seek to capitalize on rising competitive gaming popularity.

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

 
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Analyst Opinion

The Publisher Fees market in the eSports market of BRICS nan is experiencing minimal growth, influenced by factors such as limited awareness and low adoption of digital technologies. However, convenience offered by online services and increasing health consciousness among consumers may drive growth in the future.

Customer preferences:
Consumer preferences in the Publisher Fees Market within the eSports Market are shifting towards more diversity and inclusivity. This is evidenced by the rise of female and LGBTQ+ gamers in the industry, as well as the demand for diverse representation in game characters and storylines. Additionally, there is a growing interest in environmentally sustainable and socially responsible gaming practices, with consumers seeking out eco-friendly and fair trade options. This shift towards inclusivity and sustainability reflects a larger trend in society towards promoting diversity and ethical consumption.

Trends in the market:
In BRICS countries, the eSports market is experiencing a surge in the demand for publisher fees, with publishers increasingly charging higher fees for their games to be featured in major tournaments. This trend is significant as it reflects the growing popularity and profitability of eSports, with publishers recognizing the value of their games in the industry. This could potentially lead to higher costs for tournament organizers and teams, but also presents opportunities for publishers to generate more revenue and invest in the growth of the eSports market. Additionally, this trend highlights the importance of strong partnerships between publishers and tournament organizers in driving the success of eSports in the BRICS region.

Local special circumstances:
In Brazil, the Publisher Fees Market within the eSports Market is influenced by the country's large and diverse gaming community, as well as its growing economy and increasing access to technology. The market is also shaped by the country's unique regulatory environment, with the government implementing policies to support the growth of the eSports industry. Additionally, cultural factors, such as the popularity of competitive gaming and the country's passion for sports, contribute to the market's growth.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market is heavily influenced by macroeconomic factors such as the overall economic climate, government policies, and investment in the gaming industry. Countries with strong economies and supportive policies for eSports, such as Brazil, are experiencing rapid growth in this market. On the other hand, countries with economic challenges and limited support for eSports, such as South Africa, may face slower market growth. Furthermore, the increasing popularity of eSports globally and the rise of online streaming platforms are driving the demand for publisher fees, creating a favorable market environment for the eSports industry.

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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