Media Rights - Norway

  • Norway
  • In Norway, revenue in the Media Rights market market is projected to reach €1.9m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.06%, leading to a projected market volume of €4.7m by 2029.
  • While in Norway is experiencing growth, it is noteworthy that most revenue in the Media Rights market sector is generated the United States, which has a projected market volume of €68.3m in 2024.
  • Norway's burgeoning eSports scene is increasingly attracting attention from media rights holders, reflecting a growing appetite for competitive gaming content among local audiences.

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

 
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Analyst Opinion

The eSports media rights market in Norway is experiencing considerable growth, driven by factors such as increasing popularity of digital platforms, rising interest in eSports among consumers, and the convenience of online streaming services. This growth rate is impacted by the growing demand for eSports content and the increasing investments from media companies in the country.

Customer preferences:
The rise of streaming platforms and online tournaments has led to a growing demand for exclusive media rights within the eSports market in Norway. This trend is driven by the increased popularity of eSports among younger generations, who prefer consuming content on digital platforms. As a result, traditional media outlets are facing challenges in retaining their audience and are adapting their strategies to cater to the changing preferences of consumers. Additionally, the rise of social media and influencer marketing has also impacted the media rights landscape, with brands and sponsors seeking opportunities to reach and engage with a highly engaged and tech-savvy audience.

Trends in the market:
In Norway, the eSports market is experiencing a surge in the popularity of live streaming platforms, with more viewers turning to online platforms for their gaming content. This trend has been driven by the increasing availability of high-speed internet and the rise of professional eSports leagues and tournaments. As a result, media rights deals for streaming and broadcasting rights have become highly lucrative, attracting major players in the media industry. This trend is set to continue, with the eSports market projected to grow at a rapid pace in the coming years. This will have significant implications for industry stakeholders, as they will need to adapt to the changing landscape and invest in the development of high-quality content for the growing audience. Additionally, this trend presents opportunities for advertising and sponsorships, as companies look to reach the highly engaged and valuable eSports audience through media rights deals.

Local special circumstances:
In Norway, the eSports market is thriving due to the country's high internet penetration rate and tech-savvy population. Additionally, the government's support and investment in technology and innovation have created a favorable environment for the growth of eSports. This, coupled with the country's strong gaming culture and high standard of living, has attracted major eSports events and tournaments to the country. In terms of media rights, Norway's strict regulations on gambling and advertising have limited the potential for sponsorship deals and broadcast partnerships within the eSports market, creating a unique challenge for industry players.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Norway is influenced by macroeconomic factors such as the country's stable economic health, government support for the technology sector, and high levels of internet penetration. These factors have created a favorable environment for the growth of the eSports industry, with strong investment in infrastructure and regulations that support the development of digital content and broadcasting. Additionally, the increasing popularity of eSports as a form of entertainment and the growing audience for online media have contributed to the demand for media rights in this market. With a strong economy and supportive policies, Norway is well-positioned to continue driving growth in the Media Rights Market within the eSports Market.

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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