Publisher Fees - India

  • India
  • In India, the Publisher Fees market is expected to witness significant growth, with projected revenue reaching a substantial figure of €2.2m in 2024.
  • This indicates a promising outlook for the market segment in the country.
  • Looking ahead, the market is anticipated to maintain a steady growth trajectory, with an estimated Compound Annual Growth Rate (CAGR 2024-2028) of 1.69%.
  • This growth rate is projected to result in a market volume of €2.3m by 2028, further solidifying the market's potential.
  • Furthermore, it is worth noting that in China leads the way in terms of revenue generation in the Publisher Fees market.
  • With a projected market volume of €27.4m in 2024, in China holds the lion's share of the market.
  • This underscores the country's dominance in this particular segment.
  • When examining the market on a per-user basis, the average revenue per user (ARPU) is expected to amount to 0.00.
  • This metric provides insights into the level of revenue generated by each user within the market.
  • It serves as an important indicator of the market's profitability and potential for growth.
  • Overall, the Publisher Fees market in India presents a promising opportunity for revenue generation, with significant growth potential in the coming years.
  • The projected market volume, growth rate, and ARPU underscore the market's attractiveness and underline the importance of this segment in India's overall economic landscape.
  • India's Esports market is witnessing a surge in publisher fees, as game developers capitalize on the country's growing gaming community.

Key regions: South Korea, France, Asia, China, Germany

Comparación de regiones

Analyst Opinion

Esports is a fast-growing market within the world of gaming, mainly driven by the ongoing digitalization, increasing smartphone usage, and rising awareness of gaming. Faster and better technology opens up new possibilities, with the COVID-19 pandemic fueling the demand for Esports. The market will constantly grow due to the creation of more teams, tournaments, companies, and hence a wide-reaching platform for sponsorship and advertisement. Not only does the prize money from tournaments rise but also the amount invested into different teams, owing to the increase in live stream viewers and profitability. With China remaining the biggest market and the U.S. and Germany following behind, the Esports market is expected to witness strong double-digit growth. Recent consolidation in the gaming industry and the entry of FaZe Clan into the stock market have drawn further attention to the market.


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.


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
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