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Key regions: United Kingdom, India, France, Europe, United States
The eSports market in EAEU is seeing negligible growth due to various factors such as high publisher fees, limited government support, and lack of mainstream recognition. Despite the growing interest in eSports, these factors are impacting the market's growth rate, which is expected to remain slow in the near future.
Customer preferences: There has been a noticeable increase in competition within the Publisher Fees Market in the eSports Market market in the EAEU region, with a growing number of publishers vying for a share of the market. This can be attributed to the rising popularity of eSports and the increasing demand for high-quality content. Additionally, the younger demographic in this region, who are more tech-savvy and have a strong interest in gaming, are driving the demand for innovative and engaging content in the eSports market. This trend is likely to continue as technology advances and the eSports industry continues to grow.
Trends in the market: In the EAEU, the Publisher Fees Market within the eSports Market is experiencing an increase in partnerships between publishers and tournament organizers. This trend is significant as it allows publishers to have more control over their game's competitive scene and potentially increase revenue. Additionally, there is a growing trend of publishers implementing franchise models similar to traditional sports leagues. This could have implications for industry stakeholders, such as players and teams, as it may lead to a more stable and structured ecosystem. Furthermore, this trend may attract more traditional sports organizations and sponsors to invest in the eSports market.
Local special circumstances: In the EAEU region, the Publisher Fees Market within the eSports Market has been shaped by unique factors such as the dominance of traditional sports and the popularity of PC gaming. While Russia leads the market with its large population and strong gaming culture, other countries like Kazakhstan and Belarus have seen a rise in eSports due to government investments and a growing interest in online gaming. In addition, the lack of regulations in some EAEU countries has allowed for a more open and competitive market for publishers.
Underlying macroeconomic factors: The performance of the Publisher Fees Market within the eSports Market in the EAEU is heavily influenced by macroeconomic factors such as economic stability, government policies, and investment in digital infrastructure. Countries with strong economic growth and favorable policies for the eSports industry, such as tax incentives and supportive regulations, are likely to see higher market growth. Moreover, the increasing popularity of eSports in the region and the growing youth population contribute to the demand for eSports events and tournaments, leading to a rise in publisher fees. Additionally, the availability of high-speed internet and technological advancements in the region are also propelling the growth of the eSports market in the EAEU.
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)