Publisher Fees - China

  • China
  • In China, revenue in the Publisher Fees market market is projected to reach €27.4m in 2024.
  • It is expected that revenue will show an annual growth rate (CAGR 2024-2029) of 6.31%, resulting in a projected market volume of €37.2m by 2029.
  • With this projected market volume of €27.4m in 2024, the majority of revenue is generated China.
  • In China, the rising popularity of eSports is driving increased competition among publishers, leading to higher fees as developers seek prominent sponsorship opportunities.

Key regions: United Kingdom, India, France, Europe, United States

 
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Analyst Opinion

The eSports market in China has seen moderate growth due to factors such as the rising popularity of online gaming and increasing investments in the industry. However, the market's growth rate is subdued due to factors like government regulations and limited access to high-speed internet in certain regions.

Customer preferences:
The eSports market in China has witnessed a significant rise in the demand for online gaming and streaming platforms, leading to a surge in publisher fees. This trend is driven by the growing popularity of eSports among younger generations and the increasing accessibility of gaming technology. Additionally, the rise of eSports tournaments and leagues has created a new avenue for publishers to generate revenue through sponsorship and advertising deals. This shift towards online gaming and streaming has also been fueled by the convenience and flexibility it offers, catering to the busy lifestyles of Chinese consumers.

Trends in the market:
In China, the eSports market is experiencing a significant growth in the Publisher Fees Market, with top publishers charging high fees for their games to be included in tournaments. This trend is driven by the increasing popularity of eSports in the country, with a large and dedicated fan base. This trajectory is expected to continue as eSports gains more mainstream recognition and investment from major companies. Industry stakeholders, such as game publishers and tournament organizers, stand to benefit from this trend, as it provides a lucrative revenue stream. However, there may also be potential implications for smaller game developers, as the high fees may limit their ability to participate in the eSports scene.

Local special circumstances:
In China, the eSports market is heavily influenced by the country's massive population and its avid gaming culture. This has led to the emergence of a large number of professional eSports teams and a strong fan base. Additionally, regulatory policies and partnerships with major tech companies have boosted the growth of the market. In terms of Publisher Fees, Chinese eSports organizations often negotiate unique deals with publishers, leading to higher fees and revenue potential. The market also benefits from the country's advanced gaming infrastructure and widespread internet access.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in China is heavily influenced by macroeconomic factors such as government policies, economic growth, and consumer spending. With the rapid growth of China's economy and the government's support for the eSports industry, the market for publisher fees is expected to continue to expand. Moreover, the increasing interest and investment in eSports from both domestic and international companies are also contributing to the growth of the market. Additionally, the rising disposable income and changing consumer preferences towards digital entertainment are driving the demand for eSports and, in turn, the publisher fees market in China.

Methodology

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.

Vue d’ensemble

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