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 News

  • In April 2022, Nodwin Gaming, a games and esports company, has teamed with developer Gameloft to organise and execute esports events in India based on Asphalt Racing IPs.
  • In March 2022, The Esports Federation of India (ESFI) will host the National Esports Championships 2022 (NESC2022) to choose the Indian representation for the forthcoming Asian Games as part of the "AESF Road to Asian Games" initiative.
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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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