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Publisher Fees - EU-27

EU-27
  • In the EU-27, revenue in the Publisher Fees market market is projected to reach US$33.6m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 1.11%, leading to a projected market volume of US$35.5m by 2029.
  • In 2024, a projected market volume of US$29.6m is anticipated, with most revenue being generated China.
  • As EU-27 continues to expand its eSports infrastructure, publisher fees are increasingly influenced by regional regulatory frameworks and market competition dynamics.

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
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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

    In the EU-27 nan eSports market, publisher fees are a significant contributor to growth, driven by factors such as the increasing popularity of digital gaming and the convenience of online services. However, the growth rate is currently negligible due to factors such as market saturation and competition among publishers.

    Customer preferences:
    As the eSports industry continues to grow, publishers are increasingly demanding higher fees for their games to be included in tournaments and events. This trend is driven by the rising popularity of eSports and the potential for publishers to generate significant revenue from partnerships and sponsorships. Additionally, the EU-27 market has seen a rise in regulations and policies surrounding eSports, leading to changes in how publishers negotiate and structure their fees. This shift reflects the increasing recognition of eSports as a legitimate and lucrative industry, with a focus on fair compensation for publishers and content creators.

    Trends in the market:
    In the EU-27 region, the eSports market is experiencing a significant increase in publisher fees, as game publishers seek to capitalize on the growing popularity of competitive gaming. This trend is expected to continue, with publishers investing more in the development of eSports leagues and tournaments. Additionally, with the rise of online streaming platforms and the monetization of eSports events, the significance of publisher fees as a revenue stream for game publishers is expected to grow. This trend also has implications for players, as they may face higher entry fees and prize pools, but also have the potential to earn more from sponsorships and endorsements.

    Local special circumstances:
    In Germany, the eSports market is heavily influenced by the country's strong gaming culture and its favorable regulations for competitive gaming. This has led to a thriving ecosystem of players, teams, and events, as well as a strong presence of established publishers in the market. In France, the market is driven by the country's large population of young gamers and the popularity of eSports tournaments such as the Paris Games Week. Additionally, France's strict regulations on loot boxes and in-game purchases have had an impact on publisher fees within the eSports market.

    Underlying macroeconomic factors:
    The eSports market in EU-27 is heavily impacted by macroeconomic factors such as consumer spending, disposable income, and economic stability. The growth of the Publisher Fees Market within this industry is directly linked to the overall health of the economy, as publishers are more likely to invest in eSports events and sponsorships when economic conditions are favorable. Fiscal policies and government regulations also play a significant role in shaping the eSports market in EU-27. Countries with supportive policies and investments in the gaming industry, such as tax incentives and funding for eSports infrastructure, are likely to experience faster growth in the Publisher Fees Market. On the other hand, regions with restrictive regulations and limited government support may face challenges in attracting publishers and driving market growth. Additionally, global economic trends, such as the rise of digitalization and the increasing popularity of eSports worldwide, are creating a favorable environment for the growth of the Publisher Fees Market in EU-27.

    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.

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    Key Market Indicators

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

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