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The World eSports Market: 2019-2025 Analysis & Outlook – Underage eSports Gambling Leading to Stringent Government Regulations

George Miller

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E-sports Games Open up New Opportunities for Boyaa Interactive as 2019 BPT Europe Concludes Successfully
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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

G2 Esports Partners with Brandgenuity to Expand Global Licensing Efforts

Niji Narayan

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G2 Esports Partners with Brandgenuity to Expand Global Licensing Efforts
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G2 Esports has partnered with Brandgenuity to strategically expand its global licensing efforts. Brandgenuity is a leading global independent brand licensing agency headquartered in New York.

“G2 is building a lifestyle and entertainment empire. We have designed and developed streetwear-inspired collections and merchandise that sell out almost instantly thanks to the #G2ARMY and we want to continue to bring our fans merchandise that makes them proud to rep G2. The Brandgenuity team demonstrated that they understood both our brand and our dedication to entertain at all costs and we know they will propel us forward in our global licensing efforts,” Carlos “ocelote” Rodriguez, Founder and CEO of G2 Esports, said.

“We are thrilled to be working with G2 Esports, who are one of the most dominant teams in the world, and the undisputed leaders in fan engagement and world-class entertainment. This brand has everything we look for to build a great licensing program; double-digit growth trajectory, a distinctive personality and truly passionate fans,” Teri Niadna, Managing Director of Brandgenuity Europe, said.

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Compliance Updates

Italian Parliament Enacts New Turnover Tax on Betting and Virtual Sports Wagers

Niji Narayan

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Italian Parliament Enacts New Turnover Tax on Betting and Virtual Sports Wagers
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The Italian parliament has enacted a new temporary 0.5% turnover tax on betting and virtual sports wagers.

Publishing the state gazette last week confirmed that MPs had supported amendments introducing new turnover tax across all betting-related verticals – online, retail and virtual sports content.

The turnover tax is implemented as a set of first steps establishing the “Revival Decree” of the government, an initiative that aims to collect funds to help the Italian industry and society’s post-coronavirus recovery.

The temporary tax charge would allow PM Giuseppe Conte to set up a new “sports relief fund” aimed at raising €90 m by 2021, funded directly from Italy’s approved betting incumbents.

In response to additional tax burdens, betting leadership has questioned the rationale of the Conte government’s action plan to tax an industry that has been in complete lockdown since March and faces a tough reopening of retail outlets as of June 14. The consequences of lockdown saw Italian sports betting report a 72% drop in revenue between March and April.

In introducing the new temporary fee, Italy becomes one of the highest-taxed regulated sports betting markets in Europe, where incumbents now pay GGR betting duties of 20% for retail, 22% for virtual games and 24% for online betting.

Measures of the Revival Decree undergo their final Senate readings before being ratified federally. Betting leadership hangs on the hopes that the Senate will review changes to enforce the turnover tax as an additional GGR charge for an exhausted industry.

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Compliance Updates

Norway’s Stortinget Passes Gambling Advertising Amendment

Niji Narayan

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Norway’s Stortinget Passes Gambling Advertising Amendment
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The Norwegian Parliament (Stortinget) has approved a legislative amendment aimed at preventing offshore gambling operators from advertising their services to consumers in the country via the internet.

The amendment grants the Norwegian Media Authority (Medietilsynet) the power to order internet service providers and media companies to prevent access to illegal marketing.

“This [amendment] will reduce the scope of gambling advertising, and may in turn help reduce the number of problem gamblers,” Abid Q. Raja, Minister of Culture and Gender Equality, said.

“[Previously] we have not had the necessary tools to enforce the advertising ban on foreign operators. But with this provision, the Media Authority is empowered to impose a duty on internet owners and distributors to prevent access to advertising for illegal gambling,” Raja added.

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