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Key regions: United Kingdom, India, France, Europe, United States
The eSports market in Canada has seen a rise in publisher fees due to the growing popularity of digital gaming. However, the market's growth rate remains negligible, influenced by factors such as limited recognition and underdeveloped infrastructure in the country.
Customer preferences: As the eSports market continues to grow and gain mainstream recognition in Canada, there has been a noticeable shift in consumer preferences towards online streaming services and virtual events. This trend is driven by the increasing desire for convenience and accessibility, particularly among younger demographics who are more digitally savvy. Additionally, the rise of online platforms for player and team sponsorships has allowed for a more diverse and inclusive market, catering to a wider range of interests and audiences.
Trends in the market: In Canada, the eSports market is experiencing a surge in popularity and this has led to an increase in the demand for publisher fees. This trend is expected to continue in the coming years, with more publishers entering the market and offering their services to eSports organizations. This is significant as it not only provides a steady revenue stream for publishers, but also helps sustain the growth of the eSports industry. However, this increase in fees could potentially impact smaller eSports organizations and teams, who may struggle to afford the rising costs. Additionally, as the market becomes more competitive, publishers will need to continuously innovate and offer unique services to stay ahead. This could lead to a more diverse and dynamic market, benefitting both the publishers and the overall eSports industry.
Local special circumstances: In Canada, the Publisher Fees Market within the eSports Market is influenced by the country's strong gaming culture and high internet penetration rate. Additionally, the government's support for the growth of the eSports industry has led to the development of local talent and infrastructure. This has also attracted international tournaments and investments in the Canadian market. Furthermore, the country's bilingual population allows for a diverse and inclusive market for publishers to target.
Underlying macroeconomic factors: The Publisher Fees Market within the eSports Market in Canada is impacted by various macroeconomic factors, such as global economic trends, national economic health, fiscal policies, and financial indicators. For instance, countries with strong economic growth and stable fiscal policies are likely to attract more investments in the eSports market, leading to higher demand for publisher fees. Moreover, favorable regulatory environments and government support for the eSports industry can also contribute to market growth. Additionally, as eSports continues to gain popularity among a wide demographic, the market is expected to experience sustained growth in Canada.
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)