Media Rights - Benelux

  • Benelux
  • Revenue in the Media Rights market market in Benelux is projected to reach €6.2m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.02%, leading to a projected market volume of €15.4m by 2029.
  • Although most revenue is generated the United States, the Media Rights market market in Benelux is expected to contribute significantly with a projected market volume of €68.3m in 2024.
  • In the Benelux region, the growing popularity of eSports is driving increased competition among broadcasters for lucrative media rights deals.

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

 
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Analyst Opinion

The eSports market in Benelux has seen considerable growth due to the increasing adoption of digital technologies, rising awareness about media rights, and the convenience of online services. This growth is driven by the demand for exclusive content and broadcasting rights, as well as the popularity of eSports tournaments and leagues. The market is expected to continue its upward trend, with a considerable growth rate, as the demand for media rights in the region continues to increase.

Customer preferences:
As the popularity of eSports continues to grow in the Benelux region, there has been a noticeable shift in consumer preferences towards consuming live events and content through digital platforms. This trend is driven by the convenience and accessibility of online streaming, as well as the increasing use of social media to engage with the eSports community. Additionally, the rise of mobile gaming has led to a larger and more diverse audience for eSports, with a particular focus on younger demographics. This has resulted in a greater demand for media rights deals that cater to these shifting consumer preferences.

Trends in the market:
In the Benelux region, the eSports market is experiencing a surge in media rights deals, with major players like Twitch and YouTube securing exclusive broadcasting rights for popular eSports events. This trend is expected to continue as the demand for eSports content grows among younger audiences. Additionally, there is a rise in the use of virtual and augmented reality technologies, offering a more immersive viewing experience for fans. This could have significant implications for stakeholders, as it opens up new revenue streams and opportunities for partnerships and collaborations in the media rights market. Furthermore, it highlights the need for traditional media companies to adapt and embrace the digital shift in the eSports industry.

Local special circumstances:
In Benelux, the Media Rights Market within the eSports Market is heavily influenced by the region's high internet penetration rate and tech-savvy population. This has led to a strong demand for live streaming platforms and online gaming tournaments. Additionally, the region's strict data privacy laws and regulations have shaped the market's approach to data collection and monetization. The unique cultural landscape, with a strong emphasis on traditional sports, also plays a role in the growth and popularity of eSports in the region.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Benelux is heavily influenced by macroeconomic factors such as the overall economic health of the region, government policies on media and technology, and global trends in the eSports industry. As Benelux countries have stable economies and are investing in digital infrastructure, the Media Rights Market is expected to experience rapid growth in the coming years. Additionally, the increasing popularity of eSports globally and the rising demand for live streaming and broadcasting rights are also contributing to the market's growth. Furthermore, the shift towards online platforms and digital media consumption is also expected to drive the demand for media rights in 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.

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  • Methodology
  • Key Market Indicators
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