Global ESports Market Size, Share, and COVID-19 Impact Analysis, By Streaming Type (Live, On-demand), By Revenue Streaming (Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, Others), By Gaming Genre (Real-Time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-Playing Games, Others), and By Region (North America, Europe, Asia-Pacific, Latin America, Middle East, and Africa), Analysis and Forecast 2022 - 2032
Industry: Electronics, ICT & MediaGlobal ESports Market Insights Forecasts to 2032
- The Global ESports Market Size was valued at USD 1.6 Billion in 2022.
- The Market Size is Growing at a CAGR of 22.1% from 2022 to 2032
- The Worldwide ESports Market Size is expected to reach USD 11.8 Billion by 2032
- Asia Pacific is expected to Grow the fastest during the forecast period
Get more details on this report -
The Global ESports Market Size is expected to reach USD 11.8 Billion by 2032, at a CAGR of 22.1% during the forecast period 2022 to 2032.
Esports is a type of video game competition. Esports are frequently organized, multiplayer video game competitions, especially between professional players, either individually or as teams. The growing trend of live game streaming, gaming investments, increasing viewers, ticket sales, participation activity, and popularity of league tournament infrastructure are all factors influencing the growth of global esports market. The market is also benefiting from increased revenue opportunities from gamers, organizers, influencers, and game developers. Attractive international prize money and opportunities to earn a high income have made esports a popular professional career among youngsters. The free-to-play gaming model has grown in popularity because there are no upfront costs and fees are only charged for featured or additional content. Microtransactions can be found in games such as Counter-Strike: Global Offensive, League of Legends, and Fortnite. The free-to-play model has encouraged diversity and brought together young gamers in the esports ecosystem, contributing to an increase in the overall gaming population. Microtransactions have played an important role in the market, ensuring overall revenue growth.
Global ESports Market Report Coverage
Report Coverage | Details |
---|---|
Base Year: | 2022 |
Market Size in 2022: | USD 1.6 Billion |
Forecast Period: | 2022-2032 |
Forecast Period CAGR 2022-2032 : | 22.1% |
2032 Value Projection: | USD 11.8 Billion |
Historical Data for: | 2018-2021 |
No. of Pages: | 200 |
Tables, Charts & Figures: | 100 |
Segments covered: | By Streaming Type, By Revenue Streaming, By Gaming Genre and By Region |
Companies covered:: | Twitch Interactive, Inc., Activision Blizzard, Inc., Tencent Holdings Limited, Riot Games, Inc., Gfinity plc, X1 Esports and Entertainment Ltd., Loco (Stoughton Street Tech Labs Private Limited), Caffeine, DLive Entertainment Pte. Ltd., Sony Corporation, and Others. |
Pitfalls & Challenges: | COVID-19 Empact, Challenges, Future, Growth, & Analysis |
Get more details on this report -
Driving Factors
The rising popularity of video games among youngsters is driving the global esports market growth during the forecast period. Constant innovations in technology around the world have prompted consumers to rely on smartphones, high-tech gadgets, and the internet. Since many people enjoy playing video games, gaming companies have recently shifted to a recurring revenue model. Different types of tournaments, VR products, and users spending on video content are helping to grow the market. The online gaming market is expanding very quickly as a result of factors such as increased adoption of advanced gaming technologies, changing consumer entertainment preferences, and rising demand for mobile gaming. Smartphone expansion and improved internet connectivity have resulted in an accelerated rise In the global esports market.
Restraining Factors
Health and addiction problems to games concerns may restrain esports growth during the forecast period. Gamers may suffer from metabolic disorders caused by light-emitting diode computer monitors, as well as psychological issues related to gambling addiction and social behavior disorders. The majority of these issues originated from these players' sedentary lifestyles and poor posture.
Market Segmentation
By Stre aming Type Insights
The live segment dominates the market with the largest revenue share over the forecast period.
Based on streaming type, the global esports market is segmented into live and on-demand. Among these, the live segment is dominating the market with the largest revenue share over the forecast period. The most revenue was generated through the live category. The demand for live esports events is expected to rise as the emphasis on fan participation grows and as smartphone usage increases. Nowadays smartphones are easily available everywhere which can easily be accessible by anyone this is driving the market growth during the forecast period.
By Revenue Streaming Insights
The sponsorship segment is expected to hold the rapid revenue growth of the global ESports market during the forecast period.
Based on revenue streaming, the global esports market is classified into media rights, advertisement, sponsorship, ticket & merchandise, game publisher fees, and others. Among these, the sponsorship segment is expected to grow at a rapid pace during the forecast period. Sponsorships enable brands to directly reach out to potential customers via online and offline media channels. Booths, interactive advertising, posters, freebies, video displays, and a variety of other innovative methods allow the brand to reach out to potential customers. Because of rising sponsorship competition, brands are seeking differentiation and authenticity through sponsorships in the esports and gaming industries.
By Gaming Genre Insights
The multiplayer online battle arena games segment is projected to grow at the highest CAGR in the market during the forecast period.
Based on the gaming genre, the global esports market is segmented into real-time strategy games, first-person shooter games, fighting games, multiplayer online battle arena games, mass multiplayer online role-playing games, and others. Among these, the multiplayer online battle arena games segment grows at the highest CAGR growth over the forecast period. These games provide a diverse range of competitive and profitable genres. The growing popularity of multiplayer games is also expected to fuel this segment's growth.
Regional Insights
North America dominates the market with the largest market share over the forecast period.
Get more details on this report -
North America is dominating the largest market share over the forecast period. The Overwatch League and the franchised North America League of Legends Championship Series (NA LCS) are expected to drive further growth and investment. With the help of leagues, players, game developers, streaming platforms, and TV networks, esports have grown into a multi-million-dollar industry in the United States. The North America Scholastic Esports Federation (NASEF) is working to develop the ecosystem by organizing student tournaments, assisting high schools in establishing esports clubs and providing mentorship and coaching.
Asia-Pacific market is expected to grow the fastest during the forecast period. Countries such as China, Japan, and India are expected to see enormous demand due to the rapid transition to digital platforms for entertainment via sports events. Similarly, with an increasing number of gaming viewers, South Korea is a potential market for market players to expand their business. The Asia Pacific gaming and entertainment industry's vast opportunities have increased demand for electronic sports.
The European countries are expected to open up lucrative market expansion opportunities for providers of electronic sports platforms due to the presence of a reliable sports market. Many gamers are on the lookout for new gaming platforms. Similarly, due to the growing audience for gaming and the higher return on investment, various stakeholders are heavily investing in this market in Europe.
List of Key Market Players
- Twitch Interactive, Inc.
- Activision Blizzard, Inc.
- Tencent Holdings Limited
- Riot Games, Inc.
- Gfinity plc
- X1 Esports and Entertainment Ltd.
- Loco (Stoughton Street Tech Labs Private Limited)
- Caffeine
- DLive Entertainment Pte. Ltd.
- Sony Corporation
- Others
Key Market Developments
- In February 2023, Vodafone Idea formed a strategic alliance with Gamerji to expand in the esports space. Cricket, action roles, battle games, and other gaming genres are available from the companies.
- In January 2023, Xbox Canada announced a partnership with Piadia, a female-led enterprise, to expand its product offerings by providing a women-centric electronic sports and gaming platform. The companies are committed to closing the gender equality gap by providing a safe space for women to connect.
- In June 2022, Sony Corporation acquired Repeat.gg, a platform provider for electronic sports tournaments, to expand its presence on PlayStation. The new expansion was expected to support gamer enthusiasm and competition.
Market Segment
This study forecasts revenue at global, regional, and country levels from 2022 to 2032. Spherical Insights has segmented the global esports market based on the below-mentioned segments:
ESports Market, Streaming Type Analysis
- Live
- On-demand
ESports Market, Revenue Streaming Analysis
- Media Rights
- Advertisement
- Sponsorship
- Ticket & Merchandise
- Game Publisher Fees
- Others
ESports Market, Gaming Genre Analysis
- Real-Time Strategy Games
- First-Person Shooter Games
- Fighting Games
- Multiplayer Online Battle Arena Games
- Mass Multiplayer Online Role-Playing Games
- Others
ESports Market, Regional Analysis
- North America
- US
- Canada
- Mexico
- Europe
- Germany
- Uk
- France
- Italy
- Spain
- Russia
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- South Korea
- Australia
- Rest of Asia Pacific
- South America
- Brazil
- Argentina
- Rest of South America
- Middle East & Africa
- UAE
- Saudi Arabia
- Qatar
- South Africa
- Rest of the Middle East & Africa
Need help to buy this report?