Media Rights - New Zealand

  • New Zealand
  • In New Zealand, revenue in the Media Rights market market is projected to reach €1.0m in 2024.
  • This revenue is expected to show an annual growth rate (CAGR 2024-2029) of 20.59%, leading to a projected market volume of €2.5m by 2029.
  • Although most revenue is generated the United States, New Zealand's projected market volume stands at €69.0m in 2024.
  • In New Zealand, the growing interest in eSports is driving media rights negotiations, reflecting an evolving landscape for digital entertainment consumption.

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

 
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Analyst Opinion

The Media Rights Market in the eSports Market in New Zealand has seen considerable growth, thanks to factors like the increasing popularity of digital platforms, rising interest in eSports among consumers, and the convenience of online services. This growth rate is being impacted by the growing demand for media content and the lucrative opportunities for advertising and sponsorship within the eSports industry.

Customer preferences:
With the growing popularity of eSports in New Zealand, there has been a significant increase in demand for media rights to broadcast live events and tournaments. This trend is driven by the changing preferences of consumers, who now prefer to watch eSports on digital platforms rather than traditional television. This shift is also influenced by the younger demographic of eSports fans, who are more likely to consume content online and on their mobile devices. As a result, media companies are now investing heavily in securing exclusive rights to broadcast eSports, reflecting the changing consumer preferences in the country.

Trends in the market:
In New Zealand, the eSports market is experiencing a significant increase in media rights deals, with major broadcasters such as Sky TV and TVNZ acquiring broadcasting rights for popular eSports events. Additionally, online streaming platforms like Twitch are gaining traction among viewers, with a growing number of eSports tournaments being streamed live. This trend is expected to continue, as companies recognize the potential of eSports as a lucrative market. As a result, industry stakeholders, including eSports organizations and players, are likely to benefit from increased exposure and revenue opportunities. However, this may also lead to increased competition and pressure to perform, as well as potential challenges in negotiating fair media rights deals.

Local special circumstances:
In New Zealand, the eSports market has gained significant traction due to the country's strong internet infrastructure and high digital literacy rate. The media rights market for eSports is influenced by local sports culture, with traditional sports broadcasters also investing in eSports content. Additionally, New Zealand's government has supported the growth of the industry through initiatives such as the New Zealand Esports Federation. The market is also impacted by the country's geographic isolation, leading to a smaller local audience and a greater reliance on international viewership.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in New Zealand is impacted by macroeconomic factors such as global economic trends, national economic health, fiscal policies, and other relevant financial indicators. The growth of the market is heavily influenced by the overall health of the economy and the spending power of consumers. A strong economy with low unemployment and high disposable income can lead to increased consumer spending on media rights, while a weak economy may result in decreased spending. Fiscal policies and regulations also play a role in shaping the market, as favorable policies can attract investment and drive growth, while restrictive policies may hinder market expansion. Additionally, global economic trends such as the rise of digital media and shifting consumer preferences also impact the Media Rights Market within the eSports Market in New Zealand.

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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