Publisher Fees - Ireland

  • Ireland
  • In Ireland, revenue in the Publisher Fees market market is projected to reach €1.4m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 0.29%, which will lead to a projected market volume of €1.4m by 2029.
  • While the Publisher Fees market market is significant in Ireland, most revenue is generated China, which has a projected market volume of €27.4m in 2024.
  • In Ireland, the rising popularity of eSports is driving increased competition among publishers for fees, reflecting the sector's burgeoning significance in the digital economy.

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

 
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Analyst Opinion

The eSports market in Ireland has seen a slow growth rate due to various factors such as high publisher fees, limited accessibility to gaming platforms, and lack of mainstream recognition. Despite the growing market, the high costs associated with publishers have hindered significant growth in the industry.

Customer preferences:
The eSports industry in Ireland has seen a significant increase in publisher fees, driven by the growing popularity of competitive gaming and the rise of professional teams and leagues. This trend is accompanied by a shift towards digital distribution and streaming of eSports events, as well as the emergence of new payment models such as subscription-based access to exclusive content. Additionally, the demographic of eSports viewers and players is becoming more diverse, with a growing number of female and older participants, reflecting the broader trend of inclusivity and diversity in the gaming community.

Trends in the market:
In Ireland, the eSports market is experiencing a significant increase in publisher fees, with major game publishers charging higher fees for their games to be included in tournaments. This trend is expected to continue, as more publishers recognize the potential of the eSports market and seek to monetize it. This trajectory has significant implications for industry stakeholders, such as tournament organizers and teams, as they may struggle to cover the rising costs. Additionally, this trend could lead to a consolidation of power among major publishers, potentially limiting the diversity of games and tournaments within the market.

Local special circumstances:
In Ireland, the Publisher Fees Market within the eSports Market is heavily influenced by the country's strong gaming culture and its robust IT industry. The presence of major tech companies and skilled talent has created a favorable environment for the growth of the eSports market. Additionally, the country's favorable tax policies and government support for the gaming industry have attracted major eSports events and tournaments, further driving the market's growth.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in Ireland is heavily impacted by macroeconomic factors such as the overall economic health of the country, government policies, and global economic trends. Ireland's strong economy and supportive regulatory environment have contributed to the growth of the eSports market, including the Publisher Fees Market. Additionally, the increasing popularity of eSports worldwide and the growing disposable income of consumers are driving the demand for publisher fees in Ireland. Furthermore, Ireland's investment in digital infrastructure and its tech-savvy population have also played a significant role in the growth of the Publisher Fees Market within the eSports Market.

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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