Esports Market

Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2029

Report Code: SE 6383 Jun, 2018, by marketsandmarkets.com

The global eSports market growth was valued at USD 2.22 billion in 2024 and is anticipated to reach USD 6.51 billion by 2029 growing at a CAGR of 24.0% during the forecast period. The growth of the eSports market is driven by the increasing popularity of gaming and digital platforms, with live streaming services broadening access and engagement. The rise of competitive gaming and professionalization has also played a crucial role, as structured tournaments with significant prize pools and professional leagues attract players and audiences globally.

Esports Market

Esports Market

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Technological advancements, including augmented and virtual reality integrations, enhanced gaming hardware, and 5G networks, are improving user experiences and enabling seamless participation. Sponsorships and investments by major brands, coupled with growing media rights deals, are further fueling market expansion. Additionally, the rise of mobile gaming, growth in casual and hardcore gamer communities, and increasing acceptance of eSports in mainstream culture have solidified its position as a global entertainment phenomenon.

Market Overview:

The esports market is a dynamic and fast-growing industry encompassing competitive gaming tournaments, game streaming, sponsorships, and more. The emergence of AI is expected to transform the outlook of sports industry. Major revenue streams for esports include media rights; tickets and merchandise; sponsorships; direct advertisements; and publisher fees. In revenue-generating streams, sponsorships and advertisements are the major sources of revenue generation that have witnessed burgeoning demand during the last five years.

By Revenue Stream:

  • Media Rights: Esports organizations monetize through exclusive broadcasting deals, leveraging streaming platforms and traditional media to expand reach.
  • Tickets and Merchandise: Revenue is driven by live event ticket sales and branded merchandise, creating fan engagement and promoting team loyalty.
  • Digital Advertisement: Targeted ads during streams and events capitalize on esports' digitally native audience for enhanced brand visibility.
  • Publisher Fees: Game publishers generate income by licensing esports tournaments and events, ensuring a share of the growing market.

By Streaming Type

  • On-demand: On-demand content strategies focus on creating evergreen content to cater to audiences seeking flexibility.
  • Live Streaming: Live streaming strategies include real-time interactive elements and sponsorship opportunities to maximize engagement.

By Gaming Genres

  • Player vs. Player (PvP): PvP strategies focus on direct competition, fostering engagement through fast-paced, skill-intensive gameplay.
  • Multiplayer Online Battle Arena (MOBA): MOBA games capitalize on team-based play and deep strategy to attract both casual and professional audiences.
  • Real-Time Strategy (RTS): RTS games emphasize strategic thinking and precision, targeting niche yet loyal audiences.
  • First-Person Shooter (FPS): FPS titles focus on adrenaline-pumping action and competitive mechanics to retain a massive audience.
  • Fantasy Sports: Fantasy sports games engage fans by combining real-world data with interactive gaming, blending sports and esports markets.

Region

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

Market Drivers:

Growing Popularity of Streaming Platforms: The rise of platforms like Twitch, YouTube Gaming, and Facebook Gaming has significantly expanded the global audience for esports. These platforms allow real-time interaction between viewers and streamers, increasing fan engagement. The large-scale viewership has also attracted sponsors and advertisers, further driving revenue growth for the esports market.

Restraints

Monetization Challenges for Free-to-Play Games: Many esports titles operate on a free-to-play model, making it challenging for developers to directly monetize their games. Revenue largely depends on external sources like in-game purchases, sponsorships, and media rights, which can limit profitability if these avenues underperform or face saturation.

Opportunities

Expansion into Emerging Markets: Emerging markets like Southeast Asia, Latin America, and the Middle East present significant growth opportunities due to increasing internet penetration, smartphone adoption, and a growing gaming culture. Investment in local esports infrastructure and tournaments in these regions could unlock new revenue streams and expand the global footprint of esports.

Challenges

Player Burnout and Career Longevity: Professional esports players face rigorous training schedules, high-stakes competitions, and mental health pressures, leading to burnout and short careers. Teams and organizations need to prioritize player wellness programs, career transition plans, and sustainable workloads to ensure long-term industry growth and talent retention.

Competitive Landscape:

Key players in the Esports Market include:

  • ACTIVISION BLIZZARD
  • MODERN TIMES GROUP
  • VALVE CORPORATION
  • ELECTRONIC ARTS
  • NINTENDO
  • TURNER BROADCASTING SYSTEM
  • FACEIT
  • GFINITY
  • HI REZ STUDIOS
  • KABUM
  • WARGAMING PUBLIC
  • ROVIO ENTERTAINMENT
  • GUNGHO ONLINE ENTERTAINMENT
  • YOUTUBE
  • TWITCH.TV
  • FACEBOOK
  • BEYOND THE SUMMIT (BTS)
  • GAMELOFT
  • RIOT GAMES
  • EPIC GAMES
  • GFINITY ESPORTS
  • CAPCOM CO. LTD
  • KABAM

These companies focus on innovation, strategic partnerships, and acquisitions to enhance their market presence and product offerings.

Recent Developments:

  • In April 2023, VideoVerse, a SaaS provider specializing in video editing, has enhanced its capabilities in AI-powered content creation by acquiring Reely.ai, a platform focused on AI-driven content solutions.
  • In February 2023, Nvidia and Microsoft announced a partnership to bring Xbox PC games to NVIDIA GeForce Now cloud gaming platform. This partnership enables Microsoft to get more cloud games from Activision Blizzard titles which are going to be streamed at NVIDIA GeForce.

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TABLE OF CONTENTS
 
1 INTRODUCTION  
    1.1. Study Objectives 
    1.2. Market Definition and Scope 
           1.2.1. Inclusion and Exclusion
    1.3. Study Scope  
           1.3.1. Markets Covered
           1.3.2. Geographic Segmentation
           1.3.3. Years Considered
    1.4. Currency 
    1.5. Limitations 
    1.6. Stakeholders 
    1.7. Summary of Changes 
 
2 RESEARCH METHODOLOGY 
    2.1. Research Data 
           2.1.1. Secondary Data
                    2.1.1.1. Major Secondary Sources
                    2.1.1.2. Key data from secondary sources
           2.1.2. Primary Data
                    2.1.2.1. Primary Interviews with Experts
                    2.1.2.2. Key data from primary sources
                    2.1.2.3. Key Industry Insights
                    2.1.2.4. Breakdown of primaries
    2.2. Market Size Estimation 
           2.2.1. Bottom-Up Approach
                    2.2.1.1. Approach for Capturing Market Share by Bottom-Up Analysis (Demand Side)
           2.2.2. Top-Down Approach
                    2.2.2.1. Approach for Capturing Market Share by Top-Down Analysis (Supply Side)
    2.3. Market Breakdown and Data Triangulation 
    2.4. Research Assumptions  
    2.5. Risk Assessment 
    2.6. Limitations of Research 
 
3 EXECUTIVE SUMMARY  
 
4 PREMIUM INSIGHTS 
 
5 MARKET OVERVIEW  
    5.1. Introduction 
    5.2. Market Dynamics 
    5.3. Trends/Disruptions Impacting Customer’s Business 
    5.4. Pricing Analysis 
           5.4.1. Average Selling Price Trend of Key Players
           5.4.2. Average Selling Price Trend, By Region
    5.5. Value Chain Analysis 
    5.6. Ecosystem Analysis 
    5.7. Technology Analysis 
           5.7.1. Key Technologies
           5.7.2. Complementary Technologies
           5.7.3. Adjacent Technologies
    5.8. Patent Analysis 
    5.9. Trade Analysis  
    5.10. Key Conferences and Events (2023-2024) 
    5.11. Case Study Analysis 
    5.12. Investment and Funding Scenario 
    5.13. Tariff and Regulatory Landscape  
           5.13.1.  Tariff Data 
           5.13.2. Regulatory Bodies, Government Agencies, and Other Organizations
           5.13.3. Key Regulations
    5.14. Porters Five Force Analysis 
           5.14.1. Threat from New Entrants
           5.14.2. Threat of Substitutes
           5.14.3. Bargaining Power of Suppliers
           5.14.4. Bargaining Power of Buyers
           5.14.5. Intensity of Competitive Rivalry
    5.15. Key Stakeholders and Buying Criteria 
           5.15.1. Key Stakeholders in Buying Process
           5.15.2. Buying Criteria
    5.16. Impact of Esports Market 
 
6 Esports Market, By Revenue Stream  
    6.1. Introduction 
    6.2. Media Rights 
    6.3. Tickets & Merchandise 
    6.4. Digital Advertisement 
    6.5. Publisher Fees 
 
7 Esports Market, By Streaming Type 
    7.1. Introduction 
    7.2. On-demand 
    7.3. Live Streaming 
 
8 Esports Market, By Gaming Genre 
    8.1. Introduction 
    8.2. Player vs. Player (PVP) 
    8.3. Multiplayer Online Battle Arena (MOBA) 
    8.4. Real-Time Strategy (RTS) 
    8.5. First Person Shooter (FPS) 
    8.6. Fantasy Sports 
 
9 Esports Market, By By Region  
    9.1. Introduction 
    9.2. North America 
           9.2.1. US
           9.2.2. Canada
           9.2.3. Mexico
    9.3. Europe 
           9.3.1. UK
           9.3.2. Germany
           9.3.3. France
           9.3.4. Rest of Europe
    9.4. Asia Pacific 
           9.4.1. China
           9.4.2. Japan
           9.4.3. South Korea
           9.4.4. India
           9.4.5. Rest of Asia Pacific
    9.5. RoW 
           9.5.1. Middle East & Africa
           9.5.2. South America
 
10 Esports Market, Competitive Landscape 
     10.1. Introduction 
     10.2. Key player strategies/right to win 
     10.3. Revenue Analysis 
     10.4. Market Share Analysis 
     10.5.Company Valuation and Financial Metrics
     10.6. Brand/Product Comparison 
     10.7. Company Evaluation Matrix: Key Players, 2023 
             10.7.1. Stars
             10.7.2. Emerging Leaders
             10.7.3. Pervasive Players
             10.7.4. Participants
             10.7.5. Company Footprint: Key Players, 2023
     10.8. Company Evaluation Matrix: Startups/SMEs, 2023 
             10.8.1. Progressive Companies
             10.8.2. Responsive Companies
             10.8.3. Dynamic Companies
             10.8.4. Starting Blocks
             10.8.5. Competitive Benchmarking: Startups/SMEs, 2023 
                        10.8.5.1. Detailed List of Key Startups/SMEs
                        10.8.5.2. Competitive Benchmarking of Key Startups/SMEs
     10.9. Competitive Situation and Trends 
             10.9.1. Product launches
             10.9.2. Acquisitions
             10.9.3. Partnerships, Collaborations, Alliances, and Joint Ventures
 
11 Esports Market, Company Profiles  
     11.1. Key Players 
             11.1.1. Activision Blizzard
             11.1.2. Modern Times Group
             11.1.3. Valve Corporation
             11.1.4. Electronic Arts
             11.1.5. Nintendo
             11.1.6. Turner Broadcasting System
             11.1.7. Faceit
             11.1.8. Gfinity
             11.1.9. Hi Rez Studios 
     11.2. Other Players 
             11.2.1. Kabum
             11.2.2. Wargaming Public
             11.2.3. Rovio Entertainment
             11.2.4. Gungho Online Entertainment
             11.2.5. Youtube
             11.2.6. Twitch.Tv
             11.2.7. Facebook
             11.2.8. Beyond The Summit (Bts)
             11.2.9. Gameloft
             11.2.10. Riot Games
             11.2.11. Epic Games
             11.2.12. Gfinity Esports
             11.2.13. Capcom Co. Ltd
 
12 Appendix 
     12.1. Discussion Guide 
     12.2. Knowledge Store: MarketsandMarkets’ Subscription Portal 
     12.3. Available Customizations 
     12.4. Related Reports 
     12.5. Author Details 
 

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