Publisher Fees - South Africa

  • South Africa
  • In South Africa, the revenue in the Publisher Fees market market is projected to reach US$1.5m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 0.41%, which will result in a projected market volume of US$1.5m by 2029.
  • Although in South Africa is not the leading country in this market, it is noteworthy that most revenue is generated China, with a projected market volume of US$29.6m in 2024.
  • In South Africa, the evolving eSports landscape is prompting publishers to reassess fee structures, fostering increased investment and competition among local gaming entities.

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

 
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Analyst Opinion

The eSports market in South Africa is facing negligible growth due to external factors such as low awareness and limited infrastructure. Despite this, the market for publisher fees remains stable as digital technologies continue to be adopted and online services offer convenience to consumers.

Customer preferences:
The eSports market in South Africa has witnessed a significant increase in demand for online gaming platforms and tournaments, driven by the growing popularity of eSports among the youth. This has led to a rise in publisher fees as gaming companies capitalize on the trend. Additionally, with the rise of digital streaming platforms and the shift towards online gaming, publishers are exploring new revenue streams through partnerships and sponsorships. This reflects a larger trend of digitalization and the increasing reliance on virtual platforms for entertainment and leisure activities.

Trends in the market:
In South Africa, the Publisher Fees Market within the eSports Market is experiencing a surge in partnerships and collaborations between publishers and eSports organizations. This trend is significant as it allows publishers to tap into the rapidly growing eSports market and reach a wider audience. Additionally, it enables eSports organizations to secure exclusive rights to popular games and attract more viewers and sponsors. As a result, industry stakeholders can expect to see continued growth and profitability in the eSports market, with potential implications for advertising and sponsorship opportunities.

Local special circumstances:
In South Africa, the Publisher Fees Market within the eSports Market is influenced by the country's unique regulatory landscape. The government has implemented strict regulations for the gaming industry, including restrictions on advertising and sponsorship. Additionally, the country's diverse cultural background has led to a strong interest in competitive gaming, making it a key market for publishers. These factors contribute to the constantly evolving dynamics of the Publisher Fees Market within the eSports Market in South Africa.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in South Africa is impacted by macroeconomic factors such as the country's economic health, government policies, and global economic trends. The market is expected to experience growth due to the increasing popularity of eSports and the rising demand for online gaming platforms. Additionally, favorable regulatory environments and investments in digital infrastructure are expected to drive market growth. However, challenges such as limited access to technology and funding may hinder market growth. The increasing adoption of eSports in South Africa and the growth of the digital economy are also expected to contribute to the market's overall performance.

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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