Media Rights - Ireland

  • Ireland
  • In Ireland, the Media Rights market is expected to witness a significant growth in revenue.
  • By the year 2024, the projected revenue is estimated to reach €1.9m.
  • Furthermore, the market is anticipated to display an annual growth rate (CAGR 2024-2029) of 20.91%, resulting in a projected market volume of €5.0m by 2029.
  • It is noteworthy that United States holds the majority share in this market segment, generating a projected market volume of €69.0m in 2024.
  • In terms of average revenue per user (ARPU), it is expected to reach 0.00.
  • Ireland is emerging as a key player in the Esports market, with media rights deals and sponsorships on the rise.

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

 
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Analyst Opinion

The eSports market in Ireland is experiencing rapid growth, fueled by factors such as increasing media rights deals, rising awareness of eSports, and the convenience of online streaming services. This considerable growth rate is driven by the growing number of tournaments and events, as well as the increasing popularity of eSports among younger demographics.

Customer preferences:
The eSports market in Ireland has seen a significant increase in consumer preferences for online streaming platforms and digital content. This shift is driven by the growing demand for convenient and accessible ways to consume eSports content, especially among younger demographics who are avid followers of competitive gaming. Additionally, the rise of mobile gaming and the integration of social media within the eSports community has led to a surge in user-generated content and a strong sense of community among fans. This trend is expected to continue as the popularity of eSports grows and becomes more mainstream in Ireland.

Trends in the market:
In Ireland, the eSports market is experiencing a surge in viewership and revenue, leading to a significant increase in demand for media rights. This trend is expected to continue, with the market projected to reach a value of €9.5 million by 2023. In terms of media consumption, there is a growing preference for online and mobile platforms, with live streaming and video on demand services gaining popularity. This presents opportunities for industry stakeholders to tap into new revenue streams and reach a wider audience. However, it also raises concerns about the potential impact on traditional media channels and the need for innovative strategies to stay relevant.

Local special circumstances:
In Ireland, the eSports market is relatively new but growing rapidly. This can be attributed to the country's strong gaming culture and high internet usage rates. The media rights market within the eSports market is also thriving, with major broadcasters and platforms showing interest in broadcasting tournaments and events. Additionally, Ireland's supportive regulatory environment and its strategic location as a gateway to Europe make it an attractive market for international players. This has led to a competitive landscape, with local and international companies vying for a share of the market.

Underlying macroeconomic factors:
The eSports Market in Ireland is greatly influenced by macroeconomic factors such as the country's economic health, government policies, and global economic trends. Ireland has a strong and stable economy, with a high GDP per capita and low unemployment rates. This provides a favorable environment for the growth of the eSports market, as it indicates a high level of disposable income and a strong consumer base. Additionally, Ireland has a supportive regulatory environment for digital media, with a high level of internet penetration and a technologically advanced infrastructure. These factors contribute to the increasing demand for media rights in the eSports market in Ireland, as it offers a lucrative opportunity for investors and stakeholders. Furthermore, the growing popularity of eSports globally and the increasing use of digital platforms for media consumption are also driving the demand for media rights in Ireland, making it a highly attractive market for players in the eSports industry.

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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