Media Rights - Asia

  • Asia
  • Revenue in the Media Rights market market in Asia is projected to reach €111.8m in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 9.12%, resulting in a projected market volume of €173.0m by 2029.
  • With a projected market volume of €69.0m in 2024, most revenue is generated the United States.
  • In Asia, particularly in China, the burgeoning interest in eSports is driving media rights negotiations, fostering collaborations between gaming companies and traditional broadcasters.

Key regions: United States, Sweden, Asia, Europe, Germany

 
Marché
 
Région
 
Comparaison de régions
 
Monnaie
 

Analyst Opinion

The eSports market in Asia is seeing a steady growth rate, driven by factors such as increasing media rights deals and rising awareness of the industry. This is also influenced by the convenience of online platforms for eSports events.

Customer preferences:
As the eSports market continues to grow in popularity, the demand for media rights also increases, driven by the rise of online streaming platforms and the growing interest in eSports among younger generations in Asia. This trend is further fueled by the cultural preference for digital entertainment and the increasing accessibility of high-speed internet in the region. This has led to a shift in how media rights are negotiated and valued, with a focus on reaching a broader and more diverse audience through various digital channels. Moreover, the rise of mobile gaming in Asia has also created new opportunities for media rights deals, as mobile eSports tournaments and events gain traction among the region's large and tech-savvy population.

Trends in the market:
In Asia, the Media Rights Market within the eSports Market is experiencing a surge in popularity, with a growing number of viewers and sponsors. This is primarily driven by the increasing availability of high-speed internet and the rise of gaming culture in the region. Additionally, there is a trend of traditional media companies, such as TV networks, investing in eSports content, further legitimizing the industry. This trajectory is significant for stakeholders as it opens up new revenue streams and expands the global reach of eSports. However, it also brings about potential concerns over media rights ownership and distribution. As the industry continues to grow, it will be crucial for stakeholders to navigate these issues and capitalize on the opportunities presented by the evolving media landscape.

Local special circumstances:
In China, the Media Rights Market within the eSports Market is heavily influenced by the country's strict regulations on media content and advertising. This has resulted in a unique landscape where traditional media outlets have a strong hold, but the rise of online streaming platforms has also gained significant traction. In South Korea, the dominance of eSports as a mainstream form of entertainment has led to a highly competitive media rights market, with broadcasting companies vying for exclusive rights to major tournaments. Additionally, the cultural significance of gaming in South Korea has also led to the development of specialized eSports channels and dedicated eSports content on traditional media platforms.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Asia is heavily influenced by macroeconomic factors such as technological advancements, government policies, and investment in digital media infrastructure. Countries with a strong digital media infrastructure and favorable regulatory environments are experiencing faster market growth compared to regions with regulatory challenges and limited investment in media technologies. Additionally, the increasing popularity of eSports in Asia and the growing demand for media rights by global media companies are driving the growth of the market in the region.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Media Rights market, which comprises revenues from ownership rights of media agencies. These include payments to industry stakeholders to secure the rights to show Esports content on a channel, payments from streaming platforms (e.g., Twitch) to organizers to broadcast their content, payments from foreign broadcasters to secure the rights to show content in their region, or the copyright costs for showing video/image content of an Esports competition. 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.

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
Veuillez patienter

Contact

Des questions ? Nous nous ferons un plaisir de vous aider.
Statista Locations
Contact Camille Dubois
Camille Dubois
Customer Relations

Lun - Ven, 9:00 - 18:00 h (EST)

Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (États-Unis)

Lun - Ven, 9:00 - 18:00 h (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asie)

Lun - Ven, 9:00 - 17:00 h (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asie)

Lun - Ven, 10:00 - 18:00 h (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Lun - Ven, 9:00 - 18:00 h (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Amérique latine)

Lun - Ven, 9:00 - 18:00 h (EST)