Media Rights - Portugal

  • Portugal
  • In Portugal, revenue in the Media Rights market market is projected to reach €1.0m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 19.97%, which will result in a projected market volume of €2.5m by 2029.
  • While most revenue is generated the United States, in Portugal is anticipated to contribute with a projected market volume of €68.3m in 2024.
  • Portugal is witnessing a surge in media rights investments within the eSports market, reflecting the nation's growing enthusiasm for competitive gaming.

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

 
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Analyst Opinion

The eSports media rights market in Portugal is seeing considerable growth, driven by the increasing popularity of digital platforms, growing interest in eSports among consumers, and the convenience of online services. This growth rate is impacted by the country's expanding gaming community and the increasing investment in eSports events and tournaments.

Customer preferences:
There has been a notable increase in the demand for eSports media rights, driven by the rising popularity of virtual tournaments and events. With advancements in technology and the availability of streaming platforms, consumers are increasingly seeking immersive and interactive viewing experiences. Additionally, the younger demographic, who are more digitally savvy and actively engaged in the gaming community, are driving this trend. As a result, there is a growing focus on creating engaging and high-quality content for the media rights market within the eSports industry.

Trends in the market:
In Portugal, the eSports market is experiencing a surge in media rights market, with major broadcasters and streaming platforms investing in exclusive broadcasting rights for popular eSports tournaments and leagues. This trend is driven by the increasing popularity of eSports among younger demographics, as well as the rise of professional teams and players. Additionally, there is a growing trend of partnerships between eSports teams and traditional sports organizations, further legitimizing eSports as a mainstream form of entertainment. These developments are significant for industry stakeholders as they open up new revenue streams and opportunities for growth. However, there may also be potential implications for the traditional sports industry, as eSports continues to gain a larger share of the overall sports market.

Local special circumstances:
In Portugal, the eSports market is flourishing due to the country's strong gaming culture and a growing young population interested in competitive gaming. This has resulted in a high demand for media rights, particularly for popular games like League of Legends and Counter-Strike: Global Offensive. Additionally, Portugal's geographical location and close proximity to other European countries make it an ideal location for international eSports events, further driving the growth of the media rights market. Furthermore, the government's support and favorable regulatory environment for eSports have also contributed to the country's success in this market.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in Portugal is heavily influenced by macroeconomic factors such as the country's economic stability, government policies, and global trends. The growth of this market is dependent on the overall economic health of the country, as well as its investment in digital technologies and infrastructure. Regions with a strong regulatory environment and robust investment in eSports are experiencing faster market growth compared to those with regulatory challenges and limited funding. Moreover, the rise of digital media consumption and the increasing interest in eSports among the younger generation are also contributing to the growth of the Media Rights Market in Portugal.

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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