Publisher Fees - Kenya

  • Kenya
  • In Kenya, revenue in the Publisher Fees market market is projected to reach US$1.1m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 0.19%, leading to a projected market volume of US$1.1m by 2029.
  • Although the majority of revenue is generated China, in Kenya is also part of this evolving market landscape, with a projected market volume of US$29.6m in 2024.
  • In Kenya, the burgeoning eSports scene is driving an increase in publisher fees as local gaming communities gain global recognition and partnerships.

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

 
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Analyst Opinion

The eSports market in Kenya is facing negligible growth, impacted by various factors such as lack of infrastructure, limited investment, and low awareness among consumers. Despite this, the Publisher Fees market within the eSports industry is expected to experience significant growth, driven by the increasing popularity of online gaming platforms and the rising demand for digital services.

Customer preferences:
The rise of mobile gaming in Kenya has shifted consumer preferences towards affordable and accessible gaming options. This has led to a surge in demand for free-to-play mobile eSports games and tournaments, as well as increased interest in live streaming and online competitions. As the gaming population in Kenya becomes more diverse, publishers are investing in localized content and partnerships with local influencers to cater to cultural nuances and appeal to a wider audience.

Trends in the market:
In Kenya, the eSports market has seen a surge in popularity, leading to an increase in the demand for eSports events and tournaments. This has resulted in a rise in Publisher Fees, with publishers charging higher rates for their games to be featured in these events. This trend is expected to continue as the eSports market in Kenya continues to grow. This has significant implications for industry stakeholders, as they need to carefully consider their budget and strategy when investing in eSports events and partnerships. In addition, it highlights the potential for publishers to capitalize on this market and negotiate higher fees for their games. As the eSports market in Kenya becomes more established, it is likely that we will see further growth and competition in the Publisher Fees Market, making it a lucrative opportunity for publishers and event organizers alike.

Local special circumstances:
In Kenya, the Publisher Fees Market within the eSports Market is influenced by the country's rapid technological advancements and growing internet penetration. Additionally, the country's diverse cultural landscape and regulatory environment play a significant role in shaping the market. For instance, the government's support for the gaming industry and the rise of local eSports organizations have led to the market's growth. Moreover, the country's young population and their high interest in gaming further contribute to the market's potential.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in Kenya is impacted by macroeconomic factors such as technological advancements, regulatory support, and investment in gaming infrastructure. Countries with favorable regulatory environments and strong investment in eSports technologies are experiencing faster market growth compared to regions with regulatory challenges and limited funding for gaming. Additionally, the increasing popularity of eSports and the growing interest in competitive gaming worldwide are driving the demand for publisher fees to access and participate in eSports tournaments and events.

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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