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Publisher Fees - Japan

Japan
  • In Japan, revenue in the Publisher Fees market market is projected to reach US$2.1m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 1.03%, culminating in a projected market volume of US$2.2m by 2029.
  • However, 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 Japan's burgeoning eSports market, the rising demand for high-quality content is driving significant increases in publisher fees for game developers.

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 Japan is experiencing limited growth due to factors such as saturation in the market, declining interest in traditional games, and the high competition among publishers. Despite the negligible growth rate, the market is still expected to see steady growth in the coming years with the increasing popularity of mobile and online gaming.

    Customer preferences:
    With the rise of eSports in Japan, there has been a notable increase in consumer preferences for online gaming platforms and virtual competitions. This has led to a shift in the Publisher Fees Market as more game publishers are investing in the development of eSports titles. Additionally, there is a growing trend towards microtransactions and in-game purchases, driven by the desire for customization options and exclusive content. This shift is also influenced by the cultural value placed on collectibles and limited edition items in Japan, making it a lucrative market for publishers to capitalize on.

    Trends in the market:
    In Japan, the eSports market is rapidly growing, and with it is the Publisher Fees Market. One current trend is the increasing demand for sponsorship and advertising opportunities within the industry, with brands recognizing the potential reach and engagement of eSports audiences. Additionally, there is a rise in partnerships and collaborations between eSports teams and traditional sports organizations, such as the Japanese Football League. These trends indicate a significant shift towards mainstream acceptance and recognition of eSports in Japan, which could lead to increased investments and partnerships in the future. For industry stakeholders, this presents opportunities for new revenue streams and partnerships, but also the challenge of adapting to a more competitive market. As the eSports market in Japan continues to evolve, it will be crucial for industry stakeholders to stay updated and adapt to these changing trends.

    Local special circumstances:
    In Japan, the eSports market has been steadily growing due to the country's strong gaming culture and technological advancements. Moreover, the government's support for eSports as a legitimate sport has led to the establishment of professional leagues and tournaments. Regarding the Publisher Fees Market, Japan has a unique payment system called "kompu gacha," where players can purchase in-game items through a random chance system. This has led to stricter regulations and limitations on in-game purchases compared to other markets. Additionally, the high demand for mobile gaming in Japan has also influenced the pricing of publisher fees, as mobile games tend to have lower fees compared to PC or console games.

    Underlying macroeconomic factors:
    The Publisher Fees Market within the eSports Market in Japan is influenced by macroeconomic factors such as the overall economic health of the country, government policies, and global economic trends. Japan's strong economic growth and stable fiscal policies have created a favorable environment for the eSports market to flourish. The country's robust technology sector and government support for the gaming industry have also contributed to the growth of the Publisher Fees Market. However, the market may face challenges in the future due to potential economic downturns and changes in government policies. Additionally, the increasing popularity of online gaming and the growing youth population in Japan are expected to drive demand for eSports, further fueling the growth of the Publisher Fees 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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