Media Rights - United Kingdom

  • United Kingdom
  • In the United Kingdom, revenue in the Media Rights market market is projected to reach €8.6m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.73%, resulting in a projected market volume of €11.3m by 2029.
  • However, it is important to note that with a projected market volume of €68.3m in 2024, most revenue is generated the United States.
  • The United Kingdom is witnessing a surge in media rights investments within the eSports sector, driven by increased viewership and sponsorship opportunities.

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

 
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Analyst Opinion

The eSports market in the UK is seeing moderate growth, due to factors such as increasing media rights deals and growing awareness of eSports. However, this growth is being impacted by various factors, such as limited mainstream media coverage and the challenges of acquiring media rights for niche games. Despite these challenges, the UK eSports market continues to attract a growing audience and generate significant revenue.

Customer preferences:
A key trend in the Media Rights Market within the eSports Market in the United Kingdom is the growing demand for immersive and interactive content. As eSports continues to gain mainstream popularity, consumers are seeking more engaging and personalized experiences. This has led to an increase in the use of virtual and augmented reality technologies, as well as the incorporation of live streaming and social media into eSports events. Additionally, there is a growing preference for diverse and inclusive content, reflecting the changing demographics and cultural influences in the UK.

Trends in the market:
In the United Kingdom, the eSports market is experiencing an increase in media rights deals, with major broadcasters such as BBC and Sky Sports showing interest in broadcasting eSports tournaments. This trend is significant as it brings mainstream attention to the industry and opens up new revenue streams for eSports organizations. Additionally, it allows for wider accessibility and exposure of eSports to a larger audience. However, this trend also brings potential challenges, such as the need for regulation and potential conflicts with traditional sports broadcasting rights. As the eSports market continues to grow, it will be important for industry stakeholders to carefully navigate and adapt to these changes in the media rights landscape.

Local special circumstances:
In the United Kingdom, the Media Rights Market within the eSports Market is heavily influenced by the country's strong tradition and passion for sports. The demand for eSports content is driven by the younger demographic's preference for digital entertainment, while traditional media companies are also investing in eSports to cater to this growing audience. Additionally, the UK's advanced digital infrastructure and high internet penetration rates contribute to the country's thriving eSports industry, creating a competitive market for media rights deals.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in the United Kingdom is heavily influenced by macroeconomic factors such as technological advancements, regulatory support, and investment in digital media infrastructure. With a strong and stable national economy and a favorable regulatory environment, the UK is experiencing significant growth in the eSports industry. Furthermore, the country's high levels of digital infrastructure and investment in media technology have allowed for the development of a robust media rights market, driving the growth of the eSports industry in the UK. Additionally, the UK's large and tech-savvy population has created a strong demand for eSports content, further boosting the media rights market within this rapidly expanding 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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