Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Esports

Publisher Fees - CIS

CIS
  • In the CIS region, revenue in the Publisher Fees market market is projected to reach US$1.9m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 0.60%, which will result in a projected market volume of US$2.0m by 2029.
  • Additionally, while the CIS market shows significant potential, most revenue is generated China, which has a projected market volume of US$29.6m in 2024.
  • In the CIS region, publisher fees in the eSports market are experiencing a notable increase as competition intensifies among local gaming companies.

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
Esports: market data & analysis - Cover

Market Insights report

Esports: market data & analysis

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 CIS nan is seeing a slow growth rate due to factors such as high publisher fees and limited consumer awareness. Despite the convenience of online services, the market is struggling to expand.

    Customer preferences:
    With the rapid growth of the eSports market in CIS, there has been a notable increase in consumer demand for high-quality gaming content. This has led to a rise in publisher fees, as game developers and publishers strive to meet the expectations of avid eSports fans. Additionally, there has been a shift towards more diverse and inclusive gaming content, with a focus on catering to a wider range of demographics and cultural preferences. This trend is likely to continue as the eSports market continues to expand and attract a larger and more diverse audience.

    Trends in the market:
    In the CIS region, the eSports market is experiencing a surge in the Publisher Fees Market as more game developers collaborate with tournament organizers to secure exclusive broadcasting rights. This trend is expected to continue, driven by the increasing popularity of eSports and the potential for high revenue streams. As a result, stakeholders in the industry must closely monitor these developments to capitalize on the growing demand for eSports content and secure profitable partnerships with publishers. Additionally, this trend highlights the importance of creating compelling content and engaging viewers in order to attract publishers and secure a share of the lucrative Publisher Fees Market.

    Local special circumstances:
    In the CIS region, the Publisher Fees Market within the eSports Market is influenced by unique factors such as the popularity of local gaming events and tournaments, as well as the availability of affordable internet access. This has led to a significant increase in the number of local players and teams, driving the demand for publisher fees and sponsorship deals. Additionally, the region's rich history and strong cultural affinity towards gaming have also contributed to the market's growth. Furthermore, the relatively relaxed regulatory environment in some CIS countries has created a conducive environment for the development of the eSports industry.

    Underlying macroeconomic factors:
    The Publisher Fees Market within the eSports Market is heavily impacted by macroeconomic factors such as global economic trends, national economic health, and fiscal policies. Countries with strong economic growth and favorable regulatory environments are experiencing faster market growth compared to regions with economic challenges and limited regulations. Additionally, the increasing popularity of eSports and the growing digital landscape in the CIS region are driving the demand for publisher fees, as companies seek to capitalize on the growing market. Furthermore, investments in eSports infrastructure and technology by governments and private organizations are further fueling the growth of the Publisher Fees Market in this region.

    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.

    Advertising & Media

    Access more Market Insights on Advertising & Media topics with our featured report

    Esports: market data & analysis - BackgroundEsports: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Explore more high-quality data on related topic

    eSports market - statistics & facts

    The rapidly growing phenomenon surrounding eSports continues to gather steam. The intersection of gaming and sports offers an innovative wave of branding opportunities, engaging content and activations for millions across the world. It therefore comes as no surprise that the size of the global eSports market is expected to increase more than fivefold between 2023 and 2032, reaching a value of over 10 billion U.S. dollars within the next ten years.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.