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Publisher Fees - Serbia

Serbia
  • In Serbia, revenue in the Publisher Fees market market is projected to reach US$1.0m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 0.03%, leading to a projected market volume of US$1.0m by 2029.
  • Despite Serbia's participation in this market, it is noteworthy that most revenue is generated China, which has a projected market volume of US$29.6m in 2024.
  • In Serbia, the rising popularity of eSports is driving an increase in publisher fees as local gaming companies seek to capitalize on international tournaments.

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 eSports market in Serbia is seeing minimal growth due to various factors such as high publisher fees, limited access to digital technologies, and low health awareness among consumers. These factors are impacting the market's growth rate, making it negligible.

    Customer preferences:
    With the growing popularity of eSports in Serbia, there has been a noticeable increase in demand for digital streaming platforms and online gaming services. This trend is driven by the younger generation's preference for convenience and the rise of digital entertainment. Additionally, the increasing availability of high-speed internet and advancements in technology have made it easier for consumers to access and engage with eSports content, further fueling the growth of the Publisher Fees Market within the eSports Market.

    Trends in the market:
    In Serbia, the eSports market is experiencing a surge in popularity, resulting in increased demand for publisher fees. This trend is expected to continue as the country's gaming industry continues to grow and attract investment. This presents significant opportunities for publishers to capitalize on this market, as they can negotiate higher fees for their popular games. Additionally, this trend highlights the potential for eSports to become a major source of revenue for industry stakeholders, including game publishers, event organizers, and players. However, it also raises concerns about potential exclusivity deals and the impact on smaller publishers and game developers. As the eSports market in Serbia continues to evolve, it will be essential for industry stakeholders to carefully navigate these trends to ensure sustainable growth and a level playing field for all parties involved.

    Local special circumstances:
    In Serbia, the eSports market is gaining traction due to the country's strong gaming culture and government support for the industry. Additionally, the country's affordable internet and high computer literacy rates make it an attractive market for eSports. However, the lack of established regulations and infrastructure for eSports tournaments and events may hinder its growth potential. This unique combination of factors creates a dynamic and rapidly evolving market for Publisher Fees within the eSports industry in Serbia.

    Underlying macroeconomic factors:
    The Publisher Fees Market within the eSports Market in Serbia is influenced by various macroeconomic factors. National economic health, fiscal policies, and global economic trends all play a role in shaping the market's performance. Additionally, regulatory support and investment in eSports infrastructure can greatly impact the growth of the market. Countries with favorable regulatory environments and strong investment in eSports are experiencing faster market growth compared to regions with regulatory challenges and limited funding. Furthermore, the increasing popularity of eSports worldwide and the growing number of professional eSports players are also contributing to 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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