Publisher Fees - Asia

  • Asia
  • In 2024, the Publisher Fees market in Asia is projected to reach a revenue of €49.2m.
  • This market segment is expected to show a steady annual growth rate of 4.55% from 2024 to 2029, resulting in a projected market volume of €61.4m by 2029.
  • China, with a projected market volume of €27.4m in 2024, generates the highest revenue in this market segment.
  • The average revenue per user (ARPU) is expected to amount to 0.00.
  • In Asia, publisher fees in the Esports market are skyrocketing, with countries like South Korea leading the way with their strong gaming culture and dedicated fan base.

Key regions: United Kingdom, India, France, Europe, United States

 
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Analyst Opinion

The eSports market in Asia has seen a minimal growth rate in the publisher fees market. This can be attributed to factors such as the saturation of the market and the lack of interest in eSports from traditional publishers. However, with the rising popularity of eSports and increasing investments in the region, the publisher fees market is expected to experience significant growth in the near future.

Customer preferences:
The growing popularity of eSports in Asia has led to an increase in demand for online streaming platforms and gaming events. As a result, publishers are now charging higher fees for licensing and distributing content, reflecting the value and potential of the market. This trend is driven by the rising number of young and tech-savvy consumers who are willing to pay for premium gaming experiences, as well as the increasing accessibility of high-speed internet and advanced mobile devices. Additionally, the rise of eSports as a mainstream form of entertainment has attracted a more diverse audience, including women and older demographics, further driving the demand for quality content and experiences.

Trends in the market:
In Asia, the eSports market is experiencing a significant increase in the Publisher Fees Market. This can be attributed to the rising popularity and demand for eSports tournaments and events in the region. Additionally, there is a growing trend of partnerships between publishers and eSports organizations, leading to increased revenue for both parties. This trend is expected to continue in the coming years, with more publishers investing in the eSports market. As a result, industry stakeholders can expect to see a rise in sponsorship opportunities and collaborations, further solidifying the growth and significance of the Publisher Fees Market within the eSports industry in Asia.

Local special circumstances:
In China, the Publisher Fees Market within the eSports Market is heavily influenced by the government's strict regulations on video game content and monetization. This has led to a unique market landscape, with publishers adapting their strategies to comply with regulations while still maximizing revenue. In South Korea, the market is driven by the country's strong gaming culture and high internet penetration, with publishers offering a variety of subscription and in-game purchase options to appeal to the tech-savvy population.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in Asia is largely affected by macroeconomic factors such as economic growth, government policies, and investment in the gaming industry. Countries with a higher GDP and favorable regulatory environments tend to have a more developed eSports market, as they have the resources and infrastructure to support the growth of the industry. Additionally, government initiatives promoting the growth of eSports, such as tax incentives and subsidies, have a significant impact on the market. Moreover, the increasing popularity of eSports among a younger demographic and the rise of online gaming have also contributed to the growth of the Publisher Fees Market in Asia.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Publisher Fees market, which comprises payments from game publishers to Esports organizers for hosting events. 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

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  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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