eSports
Worldwide Esports Industry to 2030 – Increasing Number of Events With Large Prize Pools Presents Opportunities

The “Esports Market by Application, Streaming Type, Device Type, Revenue Stream: Global Opportunity Analysis and Industry Forecast, 2020-2030” report has been added to ResearchAndMarkets’s offering.
E-sport is an online video game which is slightly different than the traditional video gaming in which the E-sports is competitive in nature that is in E-sport actual human-vs-human game is played virtually and usually has an active audience involved into it for cheering players.
E-sport tournaments usually consist of skilled or professional gamers competing against one another for a cash prize. E-sports is competitive video gaming where skill and professionalism of players is one of the most important factors. The pro gamers which played at this level know the games inside out, much like a professional footballer or athlete would in their respective fields. E-sports players can either play one-on-one or against one another or in teams.
Factors such as major shift toward video games and increase in popularity of e-sports event drives the growth of the E-sports market. However, lack of standardization in online gaming event and online threats such as gambling may restrict the market growth. Furthermore, increase in number of tournament & event with huge prize for winners and runner-up team along with long term investment opportunity in the e-sport event will create lucrative opportunity in the market during the forecast period.
The E-sports market is segmented on the basis of application, streaming type, device type, revenue stream, and region. By application, it is bifurcated into platform and service. By streaming type, it is divided into live and on demand. By device type, it is categorized into smart phone, smart TV, desktop-laptop-tablets, gaming console. By revenue stream, it is classified into media rights, game publisher fee, sponsorship, digital advertisement, tickets, and merchandise. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
This report gives an in-depth profile of some key players in the E-sports market are Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation.
Key Benefits
- The study provides an in-depth analysis of the E-sports market along with the current trends and future estimations to elucidate the imminent investment pockets.
- Information about key drivers, restraints, and opportunities and their impact analysis on the E-sports market size is provided.
- Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the E-sports market.
- The quantitative analysis from 2020 to 2030 is provided to determine the E-sports market potential.
Key Topics Covered:
-
Interviews5 days ago
Crash Test for iGaming Projects: SOFTSWISS on Why High Load Performance Defines Operator Success
-
Asia5 days ago
MelBet Announces Monami Ghosh as its New Brand Ambassador
-
Blockchain4 days ago
Best Crypto Casinos: Top 5 Crypto Gambling Sites To Play In July 2025 (BTC, Ethereum, Litecoin, Etc)
-
Interviews5 days ago
HIPTHER Community Voices: Interview with CEO of Media 24 Martins Lasmanis
-
Latest News5 days ago
East Meets Bet: Comparing Online Gambling Trends in Europe and Thailand
-
Latest News5 days ago
Logifuture enters high-growth Croatian market with Mozzart partnership
-
Compliance Updates5 days ago
Ratification of the 2026 Betting Framework for LA FRANÇAISE DES JEUX, Incorporating Excessive Gambling Mitigation Strategies
-
Africa4 days ago
Aviatrix expands Africa footprint with Spotika deal