Media Rights - Europe

  • Europe
  • In Europe, revenue in the Media Rights market market is projected to reach €77.5m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 11.58%, leading to a projected market volume of €134.0m by 2029.
  • Additionally, with a projected market volume of €68.3m in 2024, it is noted that most revenue is generated the United States.
  • In Europe, the increasing investment in eSports media rights is reshaping traditional broadcasting landscapes, as networks vie for exclusive content to attract younger audiences.

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

 
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Analyst Opinion

The eSports market in Europe is seeing a steady growth rate in the Media Rights sector, influenced by factors such as the increasing popularity of digital platforms, growing interest in eSports among consumers, and the convenience of online streaming services. This market is expected to continue its mild growth as more media companies invest in broadcasting rights for eSports events.

Customer preferences:
As eSports continues to gain popularity among younger generations, there is a growing demand for streaming platforms and online content that cater to this niche market. This has led to an increase in media rights deals and partnerships between eSports organizations and traditional media companies. Additionally, with the rise of mobile gaming, there is a shift towards digital consumption of eSports content, making it easier for fans to access and engage with their favorite players and teams. This trend is further fueled by the growing preference for on-the-go entertainment and the increasing integration of gaming into mainstream media and culture.

Trends in the market:
In Europe, the eSports market is seeing a significant increase in media rights deals, as major broadcasters and streaming platforms are investing in the industry. This trend is fueled by the growing popularity of eSports among younger audiences and the increasing demand for digital content. Additionally, the trajectory of this trend is expected to continue as eSports tournaments and leagues gain more mainstream recognition and attract larger audiences. This has significant implications for industry stakeholders, as media rights deals provide a major source of revenue for eSports organizations and teams. It also highlights the potential for further growth and expansion in the European eSports market.

Local special circumstances:
In Europe, the Media Rights Market within the eSports Market is heavily influenced by the region's diverse cultural and regulatory landscape. For instance, countries such as Germany and France have strict regulations on advertising and broadcasting, which can impact the revenue potential for media rights. In contrast, countries like Sweden and Denmark have a strong eSports culture and a high level of digital connectivity, making them attractive markets for media rights deals. Additionally, the geographical proximity of European countries and the popularity of cross-border tournaments also play a significant role in shaping the media rights market in the region.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Europe is impacted by various macroeconomic factors. Global economic trends play a crucial role in determining the growth of this market, as changes in the global economy can affect consumer spending and investor confidence. National economic health also plays a significant role, as countries with stable economies and strong consumer purchasing power are more likely to attract investments in the eSports industry. Fiscal policies, such as tax incentives and subsidies, can also influence market performance by incentivizing businesses to invest in the sector. Other relevant financial indicators, such as GDP, inflation rates, and interest rates, can also impact the Media Rights Market within the eSports Market in Europe.

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
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