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.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Aug 2024
Source: Statista Market Insights
In the eSports market in Thailand, publisher fees have been steadily increasing due to the growing popularity of digital gaming. However, the market's growth rate is currently negligible due to various factors, such as lack of government support and limited internet access in certain areas. Despite this, the convenience and accessibility of online gaming services continue to drive the market forward.
Customer preferences: With the growing popularity of eSports in Thailand, there has been a significant increase in demand for gaming content and live streaming platforms. This has led to a rise in publisher fees, as companies look to secure exclusive content and partnerships with popular eSports teams and tournaments. Additionally, there has been a shift towards virtual events and online tournaments, driven by the need for social distancing measures during the pandemic. This has opened up opportunities for publishers to offer unique and engaging digital experiences to consumers, leading to a surge in revenue for the eSports market.
Trends in the market: In Thailand, the Publisher Fees Market within the eSports Market is experiencing a significant increase in investments from major gaming publishers. This trend is driven by the growing popularity of eSports in the country, with more players and spectators than ever before. As a result, publishers are looking to capitalize on this market by offering exclusive content and partnerships to eSports organizations. This trend is expected to continue in the coming years, with potential implications for industry stakeholders such as increased revenue for publishers and more opportunities for collaborations and sponsorships for eSports organizations.
Local special circumstances: In Thailand, the eSports market is heavily influenced by the country's strong gaming culture and high internet penetration rate. This has led to a rise in local eSports teams and tournaments, attracting a large audience and creating lucrative sponsorship opportunities. Additionally, the government's support for the industry, through initiatives such as the Thailand eSports Federation, has further boosted the growth of the market. Furthermore, the country's favorable regulatory environment for online gaming has also played a significant role in the success of the Publisher Fees Market within the eSports Market.
Underlying macroeconomic factors: The Publisher Fees Market within the eSports Market in Thailand is heavily influenced by macroeconomic factors such as the country's economic stability, government policies, and global economic trends. The stability of the Thai economy and favorable government policies have led to a conducive environment for the growth of the eSports market. Furthermore, the increasing popularity of eSports globally has resulted in a rise in investment in this sector, leading to a positive impact on the Publisher Fees Market within the eSports Market in Thailand. Additionally, the growing economy and increasing disposable income of the Thai population have also contributed to the growth of this market, as consumers are willing to spend more on eSports and related services.
Most recent update: Aug 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights