Publisher Fees - Sweden

  • Sweden
  • In Sweden, revenue in the Publisher Fees market market is projected to reach €2.2m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 0.63%, which will result in a projected market volume of €2.3m by 2029.
  • While Sweden's market may differ, it is noteworthy that most revenue in the global context is generated China, with a projected market volume of €27.4m in 2024.
  • In Sweden, the increasing popularity of eSports is driving a notable rise in publisher fees, reflecting a growing recognition of digital gaming's economic potential.

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

 
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Analyst Opinion

The Publisher Fees Market in the eSports Market in Sweden has seen minimal growth, influenced by factors such as limited awareness and adoption of digital technologies, and the lack of convenience in accessing online services.

Customer preferences:
The rise of eSports has led to a growing demand for publishers to host tournaments and events, resulting in a significant increase in publisher fees within the market. This trend is driven by the growing popularity of eSports among younger demographics, who are more likely to spend money on gaming and related activities. Additionally, the rise of streaming platforms and online gaming communities has created a need for publishers to provide more support and resources, leading to higher fees for their services.

Trends in the market:
In Sweden, the eSports market is witnessing a rise in the Publisher Fees Market, with publishers demanding higher fees from tournament organizers for the rights to their games. This trend is significant as it reflects the increasing popularity and commercialization of eSports. It also has potential implications for industry stakeholders such as tournament organizers and game developers, who may need to adapt their business models to accommodate the rising costs. Additionally, this trend could lead to a more competitive market as organizers may seek out alternative game titles with lower fees, ultimately benefiting players and fans.

Local special circumstances:
In Sweden, the eSports market is heavily influenced by the country's high internet penetration rate and tech-savvy population. This has led to a strong demand for online gaming and streaming platforms, driving the growth of the Publisher Fees Market. Additionally, Sweden's supportive government policies and strong gaming culture have created a favorable environment for eSports, leading to a competitive and innovative market. Furthermore, the country's strict regulations on gambling have limited the involvement of traditional sports betting companies, allowing for a unique and diverse ecosystem within the eSports industry.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in Sweden is heavily influenced by macroeconomic factors such as the country's strong economic health, supportive fiscal policies, and technological advancements. With a stable economic environment and government support for the gaming industry, Sweden is experiencing significant growth in the eSports market. Moreover, the country's robust investment in digital infrastructure and favorable regulatory environment further boosts the market's performance. Additionally, the growing popularity of eSports among the younger demographic and the overall increase in gaming activity globally also contribute to the market's growth in Sweden.

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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