Media Rights - India

  • India
  • In India, revenue in the Media Rights market market is projected to reach US$17.6m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 12.02%, resulting in a projected market volume of US$31.1m by 2029.
  • While a projected market volume of US$74.4m in 2024 indicates significant potential, most revenue is generated the United States.
  • India's burgeoning eSports scene is driving a surge in media rights acquisitions, as local brands increasingly seek to engage with a young, tech-savvy audience.

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

 
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Analyst Opinion

The eSports market in India has been rapidly expanding, thanks to factors like growing popularity of digital media, increasing awareness of media rights, and the convenience of online platforms. This considerable growth rate is being driven by the increasing trend of streaming eSports events and the rise of competitive gaming leagues in the country.

Customer preferences:
As eSports continues to gain mainstream recognition in India, the demand for media rights has also witnessed a notable shift. With the rise of digital platforms and streaming services, there has been a noticeable increase in the consumption of eSports content online. This trend is largely driven by the younger demographics, who are more inclined towards consuming content on their mobile devices. Additionally, the growing popularity of multiplayer online games has led to an increase in the demand for live streaming and in-game advertising opportunities, further driving the growth of the media rights market within the eSports industry.

Trends in the market:
In India, the eSports market is experiencing a surge in popularity, with a growing number of players and viewers. As a result, the Media Rights Market within this industry is also witnessing a significant growth, with major players like Star Sports and Sony Pictures Networks investing in broadcasting rights. This trend is expected to continue, as more traditional media companies and digital platforms seek to capitalize on the rapidly growing fan base of eSports. This trend is significant as it not only provides a lucrative revenue stream for the industry, but also legitimizes eSports as a mainstream form of entertainment. Additionally, the influx of media rights deals is expected to drive further investment in the industry, leading to improved production quality and a more professionalized ecosystem.

Local special circumstances:
In India, the eSports market is growing at a rapid pace due to the country's large youth population and increasing internet penetration. The unique cultural influence of gaming in India has led to the popularity of mobile eSports, with popular games like PUBG Mobile and Free Fire dominating the market. Additionally, the regulatory environment in India has also played a role in the growth of the eSports industry, with the government recognizing eSports as an official sport and providing support for its development. This has attracted investments and partnerships from major media companies, further boosting the media rights market within the Indian eSports market.

Underlying macroeconomic factors:
The Media Rights Market within the eSports Market in India is heavily influenced by macroeconomic factors such as the country's economic growth and government policies. India's growing economy and increasing disposable income have led to a rise in demand for entertainment and media, including eSports. Additionally, favorable policies and initiatives by the Indian government to promote digital infrastructure and technology have created a conducive environment for the growth of the eSports market. Furthermore, the country's large youth population and their increasing interest in gaming have also contributed to the growth of the Media Rights Market within the eSports Market in India.

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.

Overview

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