Publisher Fees - Netherlands

  • Netherlands
  • In the Netherlands, revenue in the Publisher Fees market market is projected to reach US$2.8m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 0.50%, leading to a projected market volume of US$2.8m by 2029.
  • While in the Netherlands is part of the global market, it is noteworthy that most revenue is generated China, which has a projected market volume of US$29.6m in 2024.
  • In the Netherlands, the rise of localized eSports tournaments is driving an increase in publisher fees, reflecting the growing investment in regional gaming communities.

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

 
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Analyst Opinion

The eSports market in the Netherlands is facing negligible growth due to factors such as high publisher fees, limited audience reach, and lack of government support. Despite the increasing popularity of eSports globally, the market in the Netherlands is struggling to keep up with other regions. This can be attributed to the high publisher fees imposed by game developers, making it difficult for smaller organizations to enter the market. Additionally, the limited audience reach and lack of government support for eSports is also impacting the market's growth rate.

Customer preferences:
With the rapid growth of the eSports market in the Netherlands, there has been a noticeable increase in consumer demand for online streaming platforms and subscription-based services. This trend is driven by the convenience and flexibility of digital access to live eSports events, as well as the rising popularity of mobile gaming. Additionally, there is a growing interest in virtual reality and augmented reality gaming experiences, indicating a shift towards immersive and interactive gameplay among consumers.

Trends in the market:
In the Netherlands, the Publisher Fees Market within the eSports Market is experiencing a surge in popularity, with more publishers realizing the potential for revenue from licensing fees. This trend is expected to continue as the eSports market continues to grow and attract more players and viewers. As a result, publishers are likely to see increased profits and industry stakeholders can expect to see more partnerships and collaborations between publishers and eSports organizations. Additionally, there may be a shift towards more exclusive licensing deals, as publishers seek to maximize their profits from this lucrative market.

Local special circumstances:
In the Netherlands, the eSports market is heavily influenced by the country's long-standing gaming culture and high internet penetration rates. This has created a strong demand for eSports events and platforms, leading to a competitive landscape for publishers. Additionally, the country's progressive approach to regulation and support for digital innovation has encouraged the growth of the eSports industry, making it a favorable market for publishers to operate in.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in Netherlands is also affected by macroeconomic factors such as global economic conditions, national economic stability, government policies, and other financial indicators. Countries with a thriving economy and supportive government policies tend to have a more favorable environment for the growth of the eSports market. On the other hand, regions with economic challenges and limited investment in the gaming industry may experience slower growth. Furthermore, the increasing popularity of eSports and the rise of online gaming among younger demographics are driving the demand for publisher fees, creating a positive outlook for market growth.

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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