Publisher Fees - Peru

  • Peru
  • In Peru, revenue in the Publisher Fees market market is projected to reach US$1.1m in 2024.
  • It is expected that revenue will show an annual growth rate (CAGR 2024-2029) of 0.19%, resulting in a projected market volume of US$1.1m by 2029.
  • While most revenue is generated China, in Peru is also anticipated to experience growth within this market with a projected market volume of US$29.6m in 2024.
  • In Peru, the rising popularity of eSports is driving increased publisher fees, reflecting a growing investment in digital entertainment and gaming infrastructure.

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

 
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Analyst Opinion

The Publisher Fees Market within the eSports Market in Peru has seen minimal growth, influenced by factors such as lack of infrastructure and limited access to technology. Despite this, the market is expected to grow due to increasing interest in eSports and the rise of digital platforms for gaming.

Customer preferences:
In Peru, the eSports market is witnessing a rise in consumer preference for mobile gaming, with a growing number of players opting for smartphones and tablets over traditional gaming consoles. This trend is fueled by the increasing accessibility and affordability of mobile devices, as well as the convenience they offer for gaming on-the-go. Additionally, there has been a noticeable shift towards eSports tournaments and events being broadcasted on streaming platforms, catering to the growing demand for online content among younger audiences.

Trends in the market:
In Peru, the Publisher Fees Market within the eSports Market is experiencing a notable increase in revenues, driven by the rising popularity of eSports and the increasing number of publishers entering the market. This trend is expected to continue, with the market projected to reach $XX million by 2025. This growth is significant for industry stakeholders, as it presents new opportunities for revenue generation and expansion. However, it also poses challenges, such as increased competition and potential pricing pressure. Additionally, there is a growing trend of publishers implementing subscription-based models, which may impact revenue streams for other stakeholders in the market. Overall, industry players must keep a close eye on these developments and adapt their strategies accordingly to stay competitive in the Publisher Fees Market within the eSports Market.

Local special circumstances:
In Peru, the eSports market is gaining traction due to the country's growing internet and smartphone penetration rates, as well as the government's efforts to promote digital initiatives. The market is also influenced by Peru's unique cultural landscape, with a strong interest in competitive gaming among the younger population. Additionally, the country's regulatory environment, which is relatively open and supportive of eSports, has played a key role in the market's growth. These factors have led to a rise in publisher fees, as companies seek to capitalize on the growing eSports audience in Peru.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in Peru is greatly influenced by macroeconomic factors such as the country's economic stability, government policies, and investment in the gaming industry. Peru's growing economy and favorable regulatory environment have led to an increase in investment and support for eSports, driving market growth. Additionally, the rising popularity of eSports among the country's younger demographic and increasing internet penetration have fueled the demand for publisher fees, making Peru a lucrative market for publishers.

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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