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Publisher Fees - Nordics

Nordics
  • In the Nordics, revenue in the Publisher Fees market market is projected to reach US$7.9m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 0.35%, resulting in a projected market volume of US$8.0m by 2029.
  • While the Nordics is a significant region, it is important to note that most revenue in the global Publisher Fees market market is generated China, with a projected market volume of US$29.6m in 2024.
  • In the Nordics, the rising popularity of eSports is prompting publishers to adjust their fee structures to attract emerging gaming talent and audiences.

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 Nordics is witnessing slow growth due to factors such as high competition, lack of awareness and inadequate regulations. However, the convenience of online services and increasing interest in eSports could drive growth in the future.

    Customer preferences:
    The Nordics have emerged as a major hub for eSports, and this has led to a rise in demand for publisher fees. In addition, cultural nuances in the region, such as a strong interest in technology and gaming, have contributed to this trend. Furthermore, the growing popularity of eSports among younger demographics has resulted in an increase in publisher fees as companies vie for a share of this lucrative market. As a result, we can expect to see a continued growth in publisher fees in the Nordics in the coming years.

    Trends in the market:
    In Nordics, the Publisher Fees Market within the eSports Market is experiencing a surge in revenue as more game publishers look to enter the market and capitalize on the growing popularity of eSports. This trend is expected to continue as eSports tournaments and leagues gain more mainstream recognition and attract larger audiences. As a result, industry stakeholders can expect increased competition and potential shifts in pricing models for publisher fees. Additionally, the rise of mobile eSports and cross-platform play could also impact the publisher fees market by creating new revenue streams and opportunities for game publishers.

    Local special circumstances:
    In the Nordics, the eSports market is heavily influenced by the region's strong gaming culture and high internet penetration rates. This has led to a highly competitive and developed eSports scene, with a focus on professional players and teams. Additionally, the region's strong emphasis on gender equality has resulted in a more inclusive eSports community compared to other markets. Furthermore, the Nordic countries have a well-established infrastructure and support system for eSports, with government funding and sponsorships from major companies. This has contributed to the growth of the Publisher Fees Market within the eSports Market, as publishers are able to generate revenue through sponsorships and partnerships with professional teams and events.

    Underlying macroeconomic factors:
    The Publisher Fees Market within the eSports Market is significantly impacted by macroeconomic factors such as global economic trends, national economic health, fiscal policies, and other relevant financial indicators. In countries with strong economic growth and favorable fiscal policies, the eSports market is expected to experience higher demand for publisher fees, as these factors contribute to increased consumer spending and investment in entertainment and leisure activities. Conversely, countries with economic challenges and restrictive fiscal policies may see a slower growth in the eSports market, as consumers may prioritize spending on essential goods and services rather than entertainment. Additionally, the availability of government funding and support for the development of eSports infrastructure and events can also play a crucial role in the growth 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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