Publisher Fees - New Zealand

  • New Zealand
  • In New Zealand, revenue in the Publisher Fees market market is projected to reach €1.3m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 0.76%, resulting in a projected market volume of €1.4m by 2029.
  • It is noteworthy that while New Zealand's market is growing, most revenue in the Publisher Fees market market is generated China, which has a projected market volume of €27.4m in 2024.
  • In New Zealand, the eSports market is witnessing a growing trend in publisher fees as local developers increasingly seek partnerships with global gaming franchises.

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

 
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Analyst Opinion

The eSports market in New Zealand is experiencing minimal growth due to factors such as low adoption of digital technologies and limited awareness among consumers. Additionally, high publisher fees are impacting the market's growth rate.

Customer preferences:
As the eSports market continues to grow in New Zealand, there has been a noticeable increase in consumer demand for lower publisher fees. This trend can be attributed to the rise of independent eSports teams and players, who are seeking more affordable options to enter and compete in the market. Additionally, the younger demographic of eSports enthusiasts in New Zealand has also shown a preference for budget-friendly options, reflecting a shift towards more cost-conscious spending habits.

Trends in the market:
In New Zealand, the eSports market is seeing a significant increase in publisher fees, with top publishers charging higher rates to feature their games in tournaments. This trend is driven by the growing popularity and profitability of eSports globally. Additionally, with the rise of live streaming and online platforms, publishers have more avenues to promote their games and generate revenue. This trend is expected to continue, providing opportunities for industry stakeholders to capitalize on the growing market and potentially leading to a more competitive landscape for publisher fees.

Local special circumstances:
In New Zealand, the eSports market is influenced by the country's strong gaming culture and high internet penetration rates. This has led to a rise in local eSports teams and tournaments, with the government recognizing eSports as a legitimate sport. Additionally, the country's strict gambling laws have limited the growth of eSports betting, creating a more sustainable and community-focused market.

Underlying macroeconomic factors:
The Publisher Fees Market within the eSports Market in New Zealand is influenced by various macroeconomic factors, including global economic trends, national economic health, fiscal policies, and financial indicators. The country's strong economic stability and favorable government support for the digital and gaming industries have contributed to the growth of the eSports market. Furthermore, the growing popularity of eSports among the younger population and the increasing investments in gaming infrastructure have also fueled the demand for publisher fees in the market. However, challenges such as regulatory barriers and limited funding for eSports in certain regions of the country may hinder market growth. Overall, the Publisher Fees Market within the eSports Market in New Zealand is expected to continue its upward trend, driven by favorable macroeconomic conditions and growing interest in the gaming industry.

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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  • Methodology
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