Media Rights - Denmark

  • Denmark
  • In Denmark, revenue in the Media Rights market market is projected to reach €1.6m in 2024.
  • The revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 20.08%, leading to a projected market volume of €3.9m by 2029.
  • Despite Denmark's growth potential, it is noteworthy that the majority of revenue in the Media Rights market market is generated the United States, which has a projected market volume of €68.3m in 2024.
  • Denmark's eSports media rights market is rapidly evolving, driven by increased interest in competitive gaming and expanding digital broadcasting platforms.

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

 
Mercado
 
Región
 
Comparación de regiones
 
Moneda
 

Analyst Opinion

The eSports market in Denmark is seeing considerable growth, fuelled by factors like increasing media rights sales and the rising popularity of online gaming. This growth rate is influenced by the growing audience and investment in the industry.

Customer preferences:
As the eSports market continues to grow in popularity, there is a noticeable trend towards digital content consumption, particularly among younger generations. This has led to a significant increase in demand for media rights, as more and more fans turn to online platforms to watch their favorite tournaments and matches. Additionally, the rise of social media and streaming platforms has created an opportunity for non-traditional media companies to enter the market and cater to the specific needs and preferences of eSports fans. This shift towards digital media consumption is also influenced by the younger demographic of eSports fans, who are more likely to embrace new technologies and are less tied to traditional media outlets.

Trends in the market:
In Denmark, the eSports market is seeing a surge in media rights deals, with major broadcasters and streaming platforms investing in exclusive broadcasting rights for popular eSports events. This trend is expected to continue as the market grows and more viewers turn to eSports as a form of entertainment. These developments have significant implications for industry stakeholders, such as game publishers, teams, and players, as they can negotiate better deals and increase their revenue streams. Additionally, the rising popularity of eSports in Denmark is attracting more sponsorships and partnerships, further fueling the market's growth. This trend also highlights the increasing importance of digital platforms in the sports industry, as traditional media outlets are adapting to the changing landscape of how people consume content.

Local special circumstances:
In Denmark, the Media Rights Market within the eSports Market is unique due to the country's high internet penetration and tech-savvy population. This has led to a strong demand for online gaming and eSports events, making it a key market for media rights. Additionally, the country's strict regulations on gambling have influenced the development of eSports betting platforms and sponsorships. Furthermore, Denmark's strong focus on sustainability and green energy has resulted in the rise of environmentally-friendly eSports tournaments and initiatives, setting it apart from other markets.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Denmark is heavily influenced by macroeconomic factors such as the country's stable economy, government support for the gaming industry, and the overall growth of the global eSports market. Denmark's strong economy and high levels of disposable income among its population have led to a thriving eSports scene, with a growing number of tournaments and events being hosted in the country. Additionally, the government has implemented favorable policies to support the growth of the gaming industry, such as tax incentives for eSports companies and investments in digital infrastructure. These factors have contributed to Denmark's position as a leading player in the global eSports market, attracting international investors and driving market growth.

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.

Visión general

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
Espere, por favor

Contacto

¿Alguna duda? Estaremos encantados de atenderte.
Statista Locations
Contacto Nerea Marcos
Nerea Marcos
Client Success Manager

Lu - vi, 9:30 - 17:00 h (CET)

Contacto Meredith Alda
Meredith Alda
Sales Manager– Contacto (Estados Unidos)

Lu - vi, 9:00 - 18:00 h (EST)

Contacto Yolanda Mega
Yolanda Mega
Operations Manager– Contacto (Asia)

Lu - vi, 9:00 - 17:00 h (SGT)

Contacto Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contacto (Asia)

Lu - vi, 10:00 - 18:00 h (JST)

Contacto Lodovica Biagi
Lodovica Biagi
Director of Operations– Contacto (Europa)

Lu - vi, 9:30 - 17:00 h (GMT)

Contacto Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contacto (América Latina)

Lu - vi, 9:00am-6:00pm (EST)