Global Esports Market

Esports Market Size, Share, Growth Analysis, By Device Type(Smart Phone, Smart TV, Desktop-Laptop-Tablets, Gaming Console), By Revenue Model(Sponsorship, Advertising, Merch, ise & Tickets), By Type(Multiplayer Online Battle Arena (Moba), First-person Shooter (Fps), Real-time Strategy (Rts), Other), By Streaming Platform(Twitch, Youtube, Others), By Audience(Tournament Organizers, Alliances, Game Publishers, Sponsors), By Region - Industry Forecast 2024-2031


Report ID: SQMIG50I2005 | Region: Global | Published Date: February, 2024
Pages: 157 | Tables: 157 | Figures: 78

Esports Market Dynamics

Esports Market Driver

  • Numerous factors such as a surge in awareness of video games and the rise in popularity of Esport drive the growth of the esports market worldwide. Long-term investment initiatives are taken by big companies and an increase in the number of tournaments with huge prize create rewarding occasions in the market during the forecast period.
  • The increasing use of smartphones across the world’s developing economies is due to numerous factors such as an increase in per capita income, cost of affordability, multiple low price options with significant features, and many more. There are over two billion gamers across the globe. This is just 26% of the whole population and it is still increasing. As the demand for esports events is increasing it will create lucrative opportunities for the Esport industry worldwide.

Esports Market Restraint

  • The lack of proper gambling policy and lack of standardization, such as betting and gambling limit the market growth for this sector.
  • As the esports business is still in its early stages, both organizations and players confront a number of challenges. Many tournament participants and gamers have difficulty determining the legitimacy of tournaments. Along with the growing number of tournaments, the number of scams and fraudsters is also growing, posing challenges for genuine and legitimate esports tournament organizers. The lack of standardization in the esports industry also reflects the ongoing challenges that players, tournaments, teams, and their advertising, sponsorships, or contracts confront.
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FAQs

Esports Market size was valued at USD 1.22 billion in 2019 and is poised to grow from USD 1.44 billion in 2023 to USD 5.48 billion by 2031, growing at a CAGR of 21% in the forecast period (2024-2031).

The Esports Market is fairly concentrated, with a few big and medium-sized market participants accounting for a large portion of market revenue. Major players are implementing numerous tactics, including mergers and acquisitions, strategic agreements and contracts, and the development and testing of Esports platforms. 'Activision Blizzard', 'Valve Corporation', 'Electronic Arts ', 'Tencent Holdings Limited', 'Nintendo Co., Ltd.', 'Amazon.com, Inc.', 'Riot Games, Inc.', 'Microsoft Corporation', 'ESL Gaming', 'FACEIT', 'Gfinity plc', 'Huya Inc.', 'Twitch Interactive, Inc.', 'Douyu TV', 'Streamlabs', 'Cloud9', 'Team Liquid', 'Fnatic', 'G2 Esports', 'SK Telecom Co., Ltd.'

Numerous factors such as a surge in awareness of video games and the rise in popularity of Esport drive the growth of the esports market worldwide. Long-term investment initiatives are taken by big companies and an increase in the number of tournaments with huge prize create rewarding occasions in the market during the forecast period.

The popularization of the esports market has aided in the explosive growth of esports investment and revenue. The social component of live streaming and gameplay has helped propel esports into the stratosphere. Twitch and YouTube Gaming, for instance, provide fans with a direct connection to the players and teams, while more popular social media sites have allowed those connections to blossom. Certain esports organizations, like FaZe Clan, are also moving aggressively into areas like merchandise, lending their brands more popularity than if they’d stuck to esports alone.

Capital inflow in Esports is via media rights, live event ticket sales, gear sales, and in-game purchases, although sponsorships and advertising continue to generate the majority of revenue (69%). Asia-Pacific (APAC), North America, and Europe are the top three Esports markets, respectively, in terms of viewership and revenue. APAC will account for more than 57% of worldwide Esports viewing in 2021, up from 51% in 2020. The mobile gaming segment is set to make up 45% of the total Esports market in 2021. That popularity is now spilling over into some competitive areas, as China has a flourishing mobile Esports scenario.

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Global Esports Market

Report ID: SQMIG50I2005

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