Publisher Fees - India

  • India
  • In India, revenue in the Publisher Fees market market is projected to reach €2.2m in 2024.
  • The revenue within this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 1.61%, leading to a projected market volume of €2.3m by 2029.
  • Although the Publisher Fees market market in India is growing, most revenue is generated China, which is projected to have a market volume of €27.4m in 2024.
  • In India, the rising popularity of eSports is driving an increased demand for publisher fees, reflecting the sector's burgeoning potential and competitive landscape.

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

 
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Comparaison de régions
 
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Analyst Opinion

The Publisher Fees Market within the eSports Market in India has been witnessing slow growth, influenced by factors like limited audience reach and low investment in the industry. However, with the increasing popularity of eSports in the country, the market is expected to experience a significant growth in the near future.

Customer preferences:
As eSports continues to gain popularity in India, there has been a noticeable increase in demand for affordable and accessible gaming options. This has led to a rise in the use of mobile devices for gaming, as well as a growing preference for free-to-play games. This trend is largely driven by the country's young demographic, who are tech-savvy and value cost-effective entertainment options. Additionally, the rise of online streaming platforms and the availability of high-speed internet has made it easier for gamers to connect and compete with others around the world, further fueling the growth of the Publisher Fees Market within the eSports Market.

Trends in the market:
In India, the Publisher Fees Market within the eSports Market is experiencing a surge due to the rising popularity of eSports tournaments and leagues. With more publishers entering the market, there is a growing trend of increased competition and higher fees for hosting events. This is significant for industry stakeholders as it shows the potential for growth and profitability in the market. Additionally, the trajectory of this trend is expected to continue upwards, attracting more investments and partnerships in the industry. This could also lead to potential implications for game developers and publishers, as they may need to adapt their strategies to stay competitive in this fast-growing market.

Local special circumstances:
In India, the Publisher Fees Market in the eSports market is influenced by the country's rapidly growing gaming community, thanks to the rise of mobile gaming and the popularity of competitive gaming events. Additionally, the country's strong IT infrastructure and large youth population contribute to a thriving eSports ecosystem. In contrast, the market in China is heavily influenced by government regulations, such as restrictions on foreign game publishers and limited access to gaming content, which impact the revenue potential for publishers.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in India is impacted by various macroeconomic factors. The country's economic health, along with global economic trends, plays a significant role in shaping the market. Fiscal policies, such as tax incentives and regulatory support, can also impact the growth of the market. Additionally, the level of investment in the eSports industry, including infrastructure and technology, can also influence the performance of the Publisher Fees Market. Moreover, the overall growth of the Indian economy and the increasing disposable income of its population are contributing to the growth of the eSports market, including the Publisher Fees segment.

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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