Compliance Updates
The World eSports Market: 2019-2025 Analysis & Outlook – Underage eSports Gambling Leading to Stringent Government Regulations
Global Esports Market Set to Triple by 2025
Esports is expected to grow with a CAGR of ~20% in the years between 2019-2025.
The Global Esports market is expected to cross $3 billion by the end of 2025 due to the growing popularity of Esports worldwide and the growing support of game publishers for Esports.
The aim of this report is to define, analyze, and forecast the Esports market based on segments, which includes revenue model, gender, audience, and region.
In addition, the report helps venture capitalists in understanding the companies better and make well-informed decisions and is primarily designed to provide the company’s executives with strategically substantial competitor information, data analysis, and insights about the market, development, and implementation of an effective marketing plan.
Esports is a potential market for the global gaming industry and it is experiencing a steady growth that is mainly driven by cloud gaming and mobile gaming. With the proliferation of smartphones with more and more processing power coupled with 5G network gaining popularity, In the same period, the gaming industry is expected to be more interactive and streaming-based. The countries that generate a major portion of the revenue in the gaming industry include China, Japan, US, Germany, South Korea, France, Canada, and UK.
Esports is gaining huge attention with many gaming events being telecasted on social media and streaming sites including YouTube and Twitch. Esports market is expected to cross $3 billion by the end of 2025 with major competitions occurring in games like Dota 2, Fortnite, and League of Legend. Real Time Strategy (RTS), Massive Online Battle Arena (MOBA), and First-Person Shooter (FPS) are the most common type of game genres witnessed in most of the Esports events.
The popularity of Esports has increased since 2010 with a greater number of revenue streams arriving in the form of merchandising and corporate sponsorships apart from traditional revenue streams like broadcasting rights of the event and tickets to the event. As of 2019, game streaming platform -Twitch is one of the major broadcasting mediums for Esports. Esports events including E LEAGUE Major, Genesis, Evo Japan, and WESG which generates more viewers for video game streaming platforms. Also, Esports events are providing more prize money for winners due to growing revenue streams.
North America is the leading revenue generator in the global Esports market with a major share of the market contributed by the US. North American market for Esports is mainly driven by a growing number of audiences for Esports and APAC is one of the fastest growing markets in the global Esports market with major growth being witnessed in China, Australia, South Korea, Taiwan, and Japan.
Based on the revenue model, the global Esports market is segmented into advertisement, sponsorship, media rights, and others. Others include game publisher fees and revenue generated from the sales of tickets and merchandise. Advertisement and sponsorship accounted for the major part of the revenue generated by the Esports market in 2018.
Based on audience, the global Esports market is segmented into regular viewers and occasional viewers. Regular viewers include fans and hardcore game enthusiasts who watch Esports regularly. As of 2019, regular viewers accounted for a major share in the market.
Based on gender, the global Esports market is segmented into male viewers and female viewers. As of 2019, male viewers especially those within the age group of 20-35 accounted for a major part of the market share.
The Esports market is primarily dominated by major companies that organize Esports events and game publishers. Some of the major vendors in the market are Cloud9, Team SoloMid, Team Liquid, Epic Games, Valve Corporation, Activision Blizzard, and Echo Fox. Other prominent vendors in the market include Fnatic, Gen.G Esports (formerly KSV Esports), 100 Thieves, G2 Esports, Immortals, Envy Gaming, Counter Logic Gaming, Nintendo, Tencent, Hi-Rez Studios, and EA Sports.
The market is expected to witness an increase in the number of audience and tournaments in the forecast period which may lead to a greater number of vendors (including game publishers and gaming organizations) entering in the market.
Key Topics Covered
1 Executive Summary
2 Industry Outlook
2.1 Industry Snapshot
2.1.1 Industry Trends
3 Market Snapshot
3.1 Total Addressable Market
3.2 Segmented Addressable Market
3.2.1 PEST Analysis
3.2.2 Porter’s Five Force Analysis
3.3 Related Markets
4 Market Characteristics
4.1 Market Ecosystem
4.2 Market Segmentation
4.3 Market Dynamics
4.3.1 Drivers
4.3.1.1 Growth in the Number of Revenue Streams for Esports Vendors
4.3.2 Restraints
4.3.2.2 Underage Esports Gambling Leading to Stringent Government Regulations
4.3.3 Opportunities
4.3.3.1 Growth of 5G Network and Increasing Investment in Live Game Streaming Services
4.3.4 DRO – Impact Analysis
5 Global Esports Market, By Revenue Model
5.1 Overview
5.2 Advertisement
5.3 Sponsorship
5.4 Media Rights
5.5 Others
6 Global Esports Market, By Audience
6.1 Overview
6.2 Regular Viewers
6.3 Occasional Viewers
7 Global Esports Viewers, By Gender
7.1 Overview
7.2 Male
7.3 Female
8 Global Esports Market, By Region
8.1 Overview
8.2 APAC
8.2.1 China
8.2.2 Japan
8.2.3 South Korea
8.2.4 Rest of APAC
8.3 North America
8.3.1 USA
8.3.2 Canada
8.3.3 Mexico
8.4 Europe
8.4.1 Germany
8.4.2 UK
8.4.3 France
8.4.4 Rest of Europe
8.5 RoW
8.4.1 South America
8.4.2 Middle East and Africa
9 Competitive Landscape
9.1 Competitor Analysis
9.2 Product/Offerings
9.3 Market Developments
9.3.1 Mergers & Acquisitions (M&A)
9.3.2 Expansions
9.3.3 Business Restructuring
10 Vendor Profiles
- 100 Thieves
- Activision Blizzard
- Cloud9
- Counter Logic Gaming
- EA Sports.
- Envy Gaming
- Epic Games
- G2 Esports
- Gen.G Esports (formerly KSV Esports)
- Hi-Rez Studios
- Immortals
- Nintendo
- Team Liquid
- Team SoloMid
- Tencent
- Valve Corporation
- Echo Fox Fnatic
For more information about this report visit https://www.researchandmarkets.com/r/xzqx3u
Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.
Compliance Updates
Aviatrix lands in the Netherlands
Aviatrix, the award-winning crash game, has received its certification in the Netherlands, meaning Dutch players can enjoy the popular title for the first time.
The certification in the Netherlands opens up yet another important regulated market for Aviatrix, which was recently named âGame of the Yearâ at the EGR Operator Awards 2024.
Gross gaming revenue in the Netherlands hit âŹ1.39 billion in 2023, and is expected to continue to grow over the coming years.
Dutch operators will now be able to capture this growth via Aviatrixâs innovative title, which is proving hugely popular in regulated markets worldwide.
Anastasia Rimskaya, Chief Account Officer at Aviatrix, said: âThe Netherlands has been on our radar for some time, so this is a big day for us here at Aviatrix. We canât wait to see Dutch players enjoying the title, and we will be working closely with some very special partners in the Netherlands to ensure this game is widely available very soon.â
Part of what makes Aviatrix so successful is the constant updates to the game, which keeps it fresh and exciting for players.
This has included a full redesign with new, 3D assets, as well as a first-of-its-kind free bets function via in-game promo codes.
Compliance Updates
Comtrade Gaming Receives UKGC Approval to Distribute Gaming Content
Comtrade Gaming has obtained a supplier license from the UK Gambling Commission (UKGC). Players in the UK can now enjoy a variety of games from Comtrade Gamingâs portfolio, including the latest Witch Crashâd, Pilot Piggy, Sweet Treasures, Wild Minner, Diamond King, Diamonds in the Sky, White Elephant and many more.
âThis is a significant achievement for Comtrade Gaming. The UK market is a core part of our growth strategy, and this license allows us to bring our games to more operators and players. Weâre excited to work with all operators in the UK market and provide a unique gaming experience for their audiences,â said Steven Valentine, Chief Commercial Officer.
This milestone marks a pivotal step for Comtrade Gaming as it continues to grow within regulated markets and reach new players globally.
Compliance Updates
Spillemyndigheden: Anti-Money Laundering: Screening of Sanctions Lists
Gambling operators must comply with the EUâs sanctions regarding freezing of assets. Freezing of assets means that it is prohibited to make funds and assets directly or indirectly available to individuals who are subject to the EUâs sanctions.
Freezing of assets must take effect immediately when an individual, business or organisation is added to a list of sanctions. Consequently, a gambling operator must screen their costumers in accordance with the existing and updated lists.
The EU keeps several sanctions lists that are updated regularly. Therefore, the EU has created a database, EU Sanctions Map, which includes all current sanctions lists concerning anti-money laundering. The map can also be used to search across the lists. Individuals, businesses and organisations that are subject to a requirement for freezing of assets is marked with a frost symbol.
In addition to the individuals listed in the EU regulations, gambling operators are also obligated to ensure that the operatorâs customers do not appear from the UNâs consolidated asset freeze list. The list is available on the Danish Business Authorityâs website: UNâs freezing of assets list.
Gambling operators are responsible for ensuring that funds are not made available to a sanctioned individual â for example by paying out winnings. Please note that breaches of sanctions adopted by the EU or UN may be punishable by fine or imprisonment.
See more information on sanctions and asset freeze on the Danish Business Authorityâs website, where a guide on freezing of assets is also available.
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