Publisher Fees - GCC

  • GCC
  • In the GCC region, revenue in the Publisher Fees market market is projected to reach US$3.2m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 0.55%, which will lead to a projected market volume of US$3.3m by 2029.
  • Notably, with a projected market volume of US$29.6m in 2024, most revenue in the global context is generated China.
  • In the GCC, the rise of competitive gaming has prompted publishers to adapt their fee structures, fostering a more lucrative environment for local eSports organizations.

Key regions: United Kingdom, India, France, Europe, United States

 
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Analyst Opinion

The Publisher Fees market within the eSports Market in GCC nan has seen minimal growth due to factors such as limited awareness and lower adoption of online services. This is impacting the growth rate, but the market still shows potential for expansion.

Customer preferences:
The eSports market in GCC has seen a significant increase in consumer demand for digital streaming platforms and online tournaments. This trend is likely to continue as the region's younger population becomes more tech-savvy and embraces digital entertainment. Additionally, with the rise of mobile gaming and social media, there is a growing preference for shorter, more casual gaming experiences, leading to a shift towards mobile eSports and social media-based tournaments. This can be attributed to the region's high smartphone penetration rates and the desire for convenient and on-the-go gaming options.

Trends in the market:
In the GCC region, the Publisher Fees Market within the eSports Market is experiencing a trend towards increased collaboration between publishers and eSports teams. This trend is driven by the growing demand for original content and exclusive partnerships, as well as the need for publishers to establish a stronger presence in the eSports industry. As a result, we can expect to see more strategic alliances and sponsorships between publishers and eSports teams, which can lead to increased revenue opportunities and brand exposure for both parties. This trend also highlights the importance of fostering strong relationships between publishers and teams, as well as the potential for further growth in the eSports market.

Local special circumstances:
In the GCC region, the eSports market is still in its early stages, with a relatively small player base compared to other regions. However, the market is expected to experience significant growth due to the high internet and smartphone penetration rates, along with government initiatives to promote eSports. Additionally, the cultural influence of traditional sports and gaming, coupled with favorable regulations for eSports events, is expected to drive the growth of the Publisher Fees Market within the eSports Market in the region.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in GCC is influenced by macroeconomic factors such as the overall economic health of the region, government policies and regulations, and global economic trends. Countries with strong economic growth and supportive policies for the eSports industry are likely to experience higher market growth. Furthermore, increasing disposable income and a growing population of young gamers in the region are also contributing to the growth of the Publisher Fees Market. However, economic downturns and regulatory challenges in certain countries may hinder the market's growth potential.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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