Media Rights - Chile

  • Chile
  • In Chile, revenue in the Media Rights market market is projected to reach €1.3m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 20.15%, leading to a projected market volume of €3.3m by 2029.
  • While most revenue in the Media Rights market sector is generated the United States, the projected market volume in Chile is anticipated to be €68.3m in 2024.
  • In Chile, the burgeoning interest in eSports is driving significant investments in media rights, reflecting a growing recognition of the sector's commercial potential.

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

 
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Analyst Opinion

The eSports market in Chile has seen considerable growth, fueled by factors such as increasing media rights sales, rising awareness of eSports among consumers, and the convenience of online streaming services. This growth rate is impacted by the increasing popularity of competitive gaming and the growing presence of international tournaments in the country.

Customer preferences:
The eSports market in Chile has seen a significant rise in demand for digital streaming and broadcasting rights, as more consumers are turning towards online platforms for entertainment. This shift can be attributed to the increasing popularity of eSports among younger demographics, who are more likely to consume media content through digital channels. Additionally, the rise of mobile gaming and the availability of high-speed internet has also contributed to the growth of the eSports market in Chile, leading to a greater demand for media rights in this sector.

Trends in the market:
In Chile, the eSports market is experiencing a significant increase in media rights deals, with major broadcasters such as TVN and Mega investing in broadcasting eSports tournaments. This trend is expected to continue as eSports gains mainstream acceptance and viewership. This trajectory highlights the growing relevance of eSports in the media landscape and presents opportunities for industry stakeholders to tap into this emerging market. For example, companies can leverage the growing popularity of eSports to attract younger audiences and diversify their revenue streams through media rights deals. It also highlights the need for players in the eSports market to invest in high-quality content and production to meet the increasing demand for eSports content. This trend also has implications for traditional sports broadcasters, as they face competition from eSports for viewers and advertising dollars. Overall, the rise of media rights in the eSports market presents both challenges and opportunities for industry stakeholders, and the trajectory of this trend will shape the future of eSports in Chile.

Local special circumstances:
In Chile, the eSports market is rapidly gaining popularity due to the country's high internet penetration and tech-savvy population. This has resulted in a growing demand for media rights and broadcasting of eSports tournaments and events. Additionally, Chile's favorable regulatory environment and government support for the development of the eSports industry have contributed to the market's growth. The country's unique geographical location, situated between the Pacific Ocean and the Andes Mountains, also makes it an ideal destination for international eSports tournaments and competitions, further boosting the media rights market.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Chile is influenced by various macroeconomic factors. Global economic trends, such as the increasing popularity of eSports and the growth of digital media, have a significant impact on the market. Additionally, the national economic health of Chile, including factors like GDP growth and consumer spending power, can affect the demand for media rights in the country. Fiscal policies, such as tax incentives for eSports organizations and investments in digital infrastructure, can also play a role in the market's growth. Other relevant financial indicators, such as advertising spending and sponsorship deals, can also influence the performance of the media rights market within the eSports industry.

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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