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Publisher Fees - Finland

Finland
  • In Finland, revenue in the Publisher Fees market market is projected to reach US$1.6m in 2024.
  • Revenue in this market is expected to showcase an annual growth rate (CAGR 2024-2029) of 0.54%, which will lead to a projected market volume of US$1.7m by 2029.
  • Although Finland's market is significant, it is noteworthy that most revenue in the Publisher Fees market market is generated China, with a projected market volume of US$29.6m in 2024.
  • In Finland, the rising popularity of eSports is prompting publishers to reevaluate their fee structures to attract more local talent and sponsors.

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

    The Publisher Fees Market in the eSports Market in Finland is experiencing minimal growth due to various factors such as limited market demand and the high cost of publisher fees. This is impacting the market's growth rate, which is currently at a negligible rate.

    Customer preferences:
    As the eSports industry continues to grow rapidly in Finland, there has been a noticeable increase in consumer demand for transparency and fairness in the Publisher Fees Market. This trend is driven by a growing awareness and concern for ethical business practices, as well as a desire for more equitable distribution of revenues among players and publishers. Additionally, with the rise of social media and online communities, there is a greater emphasis on community-driven decision making and a push for greater player involvement in the development and management of eSports events.

    Trends in the market:
    In Finland, the eSports market is seeing a rise in the Publisher Fees Market, with more publishers charging fees for their games to be used in tournaments and events. This trend is significant as it signals the increasing professionalization of eSports and the recognition of its economic potential. For industry stakeholders, this trend could mean more revenue opportunities and the need for strategic partnerships with publishers. Additionally, it could lead to more regulations and standardization within the eSports industry, ensuring fair competition and protection of intellectual property.

    Local special circumstances:
    In Finland, the Publisher Fees Market within the eSports Market is influenced by the country's strong focus on technology and digital innovation. With a high level of internet penetration and a tech-savvy population, Finland has seen a surge in online gaming and eSports participation. Additionally, the government's support for eSports as a recognized sport has led to the growth of local tournaments and events, further driving the demand for publisher fees. Furthermore, the country's strict regulations on gambling have limited the traditional sports betting market, making eSports a more attractive option for both publishers and players.

    Underlying macroeconomic factors:
    The Publisher Fees Market within the eSports Market in Finland is impacted by macroeconomic factors such as global economic trends, national economic health, and fiscal policies. The growth of this market is heavily influenced by the overall health of the Finnish economy, as well as the country's policies and regulations surrounding eSports and gaming. Additionally, the level of investment in the eSports industry and related infrastructure can greatly affect the performance of the Publisher Fees Market. Other relevant financial indicators, such as consumer spending and disposable income, also play a significant role in shaping the market in Finland. Moreover, factors such as the country's level of technological advancements and its support for the eSports industry can impact the growth and success of the Publisher Fees Market within the eSports Market.

    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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