Publisher Fees - South America

  • South America
  • In South America, revenue in the Publisher Fees market market is projected to reach US$6.8m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 0.23%, leading to a projected market volume of US$6.9m by 2029.
  • While in South America is part of the broader market, it is noteworthy that most revenue within the Publisher Fees market market is generated China, with a projected market volume of US$29.6m in 2024.
  • In South America, the rising interest in eSports is prompting publishers to increase fees, reflecting a growing demand for competitive gaming content.

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

 
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Analyst Opinion

The eSports Publisher Fees Market in South America has seen minimal growth due to factors such as low awareness and lack of infrastructure. Despite this, the convenience of online services and increasing interest in eSports could drive growth in the future.

Customer preferences:
The eSports industry in South America is experiencing a rise in consumer preferences for virtual events and online competitions. This trend is driven by the increasing popularity of digital entertainment among younger demographics, coupled with the desire for convenient and accessible forms of entertainment. As a result, eSports publishers are shifting their focus towards developing more immersive and interactive experiences to cater to this evolving consumer demand. Additionally, the rise of mobile gaming and the integration of social media platforms into eSports events are further fueling the growth of the Publisher Fees Market within the eSports Market.

Trends in the market:
In South America, the Publisher Fees Market within the eSports Market is experiencing a surge in revenue as more publishers are recognizing the potential of this emerging market. This trend is expected to continue, with projections showing a steady increase in publisher fees over the next few years. This is significant for industry stakeholders as it presents new opportunities for revenue generation and growth. Additionally, with the rise of streaming and online tournaments, publishers can reach a wider audience, further driving the growth of the market. This trend also has implications for players, as higher revenues can lead to bigger prize pools and more professional opportunities within the eSports industry.

Local special circumstances:
In South America, the Publisher Fees Market within the eSports Market is heavily influenced by the region's growing digital infrastructure and young population with a strong interest in gaming. In Brazil, the market is driven by the country's large population and rising disposable income, leading to a high demand for eSports events and sponsorships. In Argentina, the market is shaped by the country's strong gaming culture and government support for the gaming industry, resulting in a thriving eSports scene and increasing investment from publishers.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in South America is heavily influenced by macroeconomic factors such as technological advancements, government policies, and overall economic health. Countries with supportive regulatory environments and strong investments in the eSports industry are experiencing faster market growth compared to regions with regulatory challenges and limited funding. Furthermore, the rising popularity of eSports among the younger generation and the increasing internet penetration in South America are also driving the demand for digital gaming solutions. These factors are creating a favorable market environment for the growth of the Publisher Fees Market within the eSports Market in South America.

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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