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Key regions: United Kingdom, India, France, Europe, United States
The Publisher Fees Market in the eSports Market in Malaysia is currently experiencing negligible growth, with factors such as increasing adoption of digital technologies, rising awareness among consumers, and convenience of online services impacting the growth rate.
Customer preferences: As the eSports market continues to grow in Malaysia, consumers are becoming more discerning in their preferences for game publishers and platforms. This has led to a rise in demand for personalized and localized content, as well as a shift towards subscription-based models. Additionally, the rise of mobile gaming and the prevalence of in-game microtransactions have also contributed to changes in consumer behavior and spending patterns within the Publisher Fees Market. These trends reflect a growing desire for convenience, customization, and value for money among Malaysian eSports enthusiasts.
Trends in the market: In Malaysia, the Publisher Fees Market within the eSports Market is seeing a surge in partnerships between publishers and eSports teams. This trend is driven by the increasing popularity of eSports in the country, with more players and viewers participating in tournaments. This trajectory is significant as it allows publishers to tap into the growing eSports market and reach a wider audience. It also provides opportunities for eSports teams to secure sponsorships and increase their revenue. However, potential implications could arise as these partnerships may lead to exclusivity and limit competition within the market.
Local special circumstances: In Malaysia, the eSports market is heavily influenced by the country's growing digital economy and tech-savvy population. The government's initiatives to promote eSports and the rise of local eSports teams have contributed to the market's growth. Additionally, the country's diverse cultural landscape has led to the popularity of a wide range of games and tournaments. The market is also impacted by strict regulations on gambling, which has limited the growth of eSports betting in the country.
Underlying macroeconomic factors: The performance of the Publisher Fees Market within the eSports Market in Malaysia is impacted by various macroeconomic factors. These include the country's economic stability and growth, government policies, and global economic trends. Malaysia has a strong and growing economy, with a favorable business environment and increasing investments in technology and digital infrastructure. This has created a conducive environment for the growth of the eSports market and the demand for publisher fees. Additionally, the country's growing youth population and increasing internet penetration are driving the popularity and adoption of eSports, further influencing the growth of the Publisher Fees 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.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.Lu - vi, 9:30 - 17:00 h (CET)
Lu - vi, 9:00 - 18:00 h (EST)
Lu - vi, 9:00 - 17:00 h (SGT)
Lu - vi, 10:00 - 18:00 h (JST)
Lu - vi, 9:30 - 17:00 h (GMT)
Lu - vi, 9:00am-6:00pm (EST)