eSports
Global Esports Market (2022 to 2030) – Size, Share & Trends Analysis Report
The “Global Esports Market Size, Share & Trends Analysis Report by Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), by Region, and Segment Forecasts, 2022-2030” report has been added to ResearchAndMarkets’ offering.
The global esports market size is expected to reach USD 12,494.3 million by 2030, registering a compound annual growth rate (CAGR) of 21.9% from 2022 to 2030. The increasing mobile usage in emerging countries, rising awareness regarding esports, and increasing popularity of video games are expected to fuel the market growth during the forecast period.
Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers. The increasing investments from commercial partners and substantial audience growth have resulted in revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Moreover, the growing partnerships, acquisitions, and mergers have projected strong growth in the esports market.
The streaming platforms, such as Twitch, have attracted viewers by streaming esports and gaming. The esports tournaments have fascinated athletes and celebrities and have drawn a broad audience’s attention. Additionally, esports and gaming make it easy to draw the attention of enthusiastic and young viewers who are hard to reach through traditional media channels. The ability to grab the attention of the young and enthusiastic audience has attracted many brands to invest in esports events in sponsorships and advertising. The interest of investors has increased with the centralization of an Esports team, rising audience, and the introduction of a more franchise-style league. The rising interest of brands in esports teams to reach potential customers is expected to drive market growth during the forecast period.
In addition to sponsorship, ticket sales and merchandise are essential revenue segments that drive the esports market’s growth. The franchisee is focusing on hosting local events that include fans in stadiums, generating significant revenue, thus contributing to the further development of the esports market. The Esports apparel market has witnessed substantial growth due to a growing fanbase, league-level merchandise deals, and increased retail presence.
The esports teams no longer have to rely on winning competitions as teams can independently sell their merchandise to their fans. For instance, Ralph Lauren partnered as the apparel partner for G2 Esports. One of G2 Esports’ famous players, Martin’ Rekkles’ Larsson, was featured in Ralph Lauren’s Wimbledon Campaign. G2 and Ralph Lauren partnered across several campaigns and events and produced a range of digital-first activations on Twitch and TikTok.
Esports Market Report Highlights
- The sponsorship segment held the largest share of esports market revenue in 2021, representing around 40.0%. Through sponsorships, brands can reach potential customers directly via online and offline media channels.
- The media rights segment, which generates significant revenue, is expected to expand at the highest CAGR of over 23.0% during the forecast period. The numerous leagues, championships, and events that usually occur on various streaming platforms are expected to generate considerable revenue from media rights.
- The Asia Pacific region is expected to gain a significant market share in the forecasted period. The countries such as China and South Korea are anticipated to play a vital role in developing the esports ecosystem in the region..
Key Topics Covered:
Chapter 1. Market Segmentation and Scope
Chapter 2. Executive Summary & Market Snapshot
Chapter 3. Esports Industry Outlook, Trends & Scope
3.1 Market Introduction
3.2 Esports-Market Size and Growth Prospects
3.3 Esports-Value Chain Analysis
3.4 Esports-Market Dynamics
3.4.1 Market Driver Analysis
3.4.1.1 Increasing mobile usage in the gaming industry
3.4.1.2 Increasing number of tournaments and prize pool
3.4.1.3 Franchise model: a big shift in Esports industry
3.4.2 Market Restraint Analysis
3.4.2.1 Cyberattacks
3.4.2.2 Threats in Esports gambling/betting
3.4.3 Market Opportunity Analysis
3.4.3.1 Cloud gaming enabling new opportunities
3.4.4 Market Challenges Analysis
3.4.4.1 Lack of standardization
3.4.4.2 Infrastructure concerned
3.5 Esports-Penetration & Growth Prospect Mapping
3.6 Business Environment Analysis Tools
3.6.1 Pest Analysis
3.6.2 Porter’s Five Force Analysis
3.7 Tencent Games: Gaining an Upper Hand In Esports Industry
3.8 Esports: A Long Term Business Opportunity For Brands
3.9 Major Esports tournaments in various regions
3.9.1 The Americas
3.9.2 Europe
3.9.3 Asia Pacific
3.9.4 Middle East & Africa
Chapter 4. Consumer Behaviour Analysis
4.1 Esports Demographics
4.1.1 Gender
4.1.2 Age
4.2 Media Consumption Habits
4.2.1 Streming Platform Analysis
4.3 Esports Audience Opportunity Analysis
Chapter 5. Esports Revenue Source Outlook
5.1 Market Size Estimates & Forecasts and Trend Analysis, 2018-2030 (Revenue, USD Million)
5.2 Esports Market: Revenue Source Movement Analysis
5.2.1 Sponsorship
5.2.1.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.2 Advertising
5.2.2.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.3 Merchandise & Tickets
5.2.3.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.4 Publisher Fees
5.2.4.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.5 Media Rights
5.2.5.1 Market estimates and forecast by region, 2018-2030 (USD Million)
Chapter 6. Regional Estimates & Trend Analysis
Chapter 7. Competitive Analysis
7.1 Key Global Players, Recent Developments & Their Impact on the Industry
7.2 Key Company Categorization (Sponsorship, Media Rights, and Esports Teams)
7.3 Key Company Analysis, 2021
Chapter 8. Competitive Landscape
8.1 Activision Blizzard, Inc.
8.1.1 Company overview
8.1.2 Financial performance
8.1.3 Product benchmarking
8.1.4 Recent developments
8.2 Electronic Arts Inc.
8.2.1 Company overview
8.2.2 Financial performance
8.2.3 Product benchmarking
8.2.4 Recent developments
8.3 Gameloft SE
8.3.1 Company overview
8.3.2 Financial performance
8.3.3 Product benchmarking
8.3.4 Recent developments
8.4 HTC Corporation
8.4.1 Company overview
8.4.2 Financial performance
8.4.3 Product benchmarking
8.4.4 Recent developments
8.5 Intel Corporation
8.5.1 Company overview
8.5.2 Financial performance
8.5.3 Product benchmarking
8.5.4 Recent developments
8.6 Modern Times Group (MTG)
8.6.1 Company overview
8.6.2 Financial performance
8.6.3 Product benchmarking
8.6.4 Recent developments
8.7 Nintendo of America Inc.
8.7.1 Company overview
8.7.2 Financial performance
8.7.3 Product benchmarking
8.7.4 Recent developments
8.8 NVIDIA Corporation
8.8.1 Company overview
8.7.2 Financial performance
8.8.3 Product benchmarking
8.8.4 Recent developments
8.9 Tencent Holdings Limited
8.9.1 Company overview
8.9.2 Financial performance
8.9.3 Product benchmarking
8.9.4 Recent developments
8.10 Valve Corporation
8.10.1 Company overview
8.10.2 Financial performance
8.10.3 Product benchmarking
eSports
Procedure to be followed by school clubs affiliating for the 2025 season
Mind Sports South Africa (MSSA), founded in 1984, is the national federation for Board games, Card games, Esports, and Wargames.
MSSA promotes all the different disciplines equally, although each school may pick-and-choose which discipline it wishes to promote at its school. Some schools will promote the whole gambit, while others will concentrate on only one discipline, and/or even just concentrate on one specific title.
The choice is ultimately up to the school.
MSSA has sent teams with full Protea Colours to international events since 1991 for wargames, 1996 for Morabaraba, 1997 for Checkers, and 2005 for Esports. Many members of the national teams have been scholars, and all have benefited from their involvement in the national Protea Team.
There is still the option open for a school to start a full-blown sub-club on its premises, but bearing in mind the tight regulatory conditions under which accredited schools have to operate in the Republic, the MSSA no longer deems it necessary for a school to start a sub-club.
As long as the school club has the approval of the school, and has an Educator-in-Charge, a school may affiliate by merely completing the Application for Affiliation Form and submitting such to MSSA.
Advantages of having a MSSA affiliated club: There are many advantages of having a MSSA affiliated club, such as:
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Being part of a community where your club has a real say in how things are done
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Being able to apply for National Lottery Funding – MSSA member clubs can apply for up to R800,000.00 in funding
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Being able to get assistance from your local government
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Experience increased media exposure of your events and your gamers
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Become part of the international community through the MSSA Registered players are able to become internationally recognised umpires, etc.
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Enable your gamers to take part in MSSA events, which may qualify them for Regional, Provincial, and National colours, overseas trips, and even sports bursaries at university.
- Private clubs: one vote per every five registered players, and
- School clubs: one vote per every ten registered players.
MSSA’s General Regulations
The General Regulations comprises of decisions made by both Council and Executive Committee Meetings. The General Regulations deals with how sub-committees operate as well as to how teams are selected and development funding is distributed. Please refer to Schedule 10.12 in regard to the rights of clubs in hosting events.
MSSA’s Discipline Specific Regulations
The Discipline Specific Regulations deal with rules concerning the different disciplines. The Disciplines that the MSSA caters for are; Board Gaming, Card gaming, Esports, and Figure Gaming.
When a club applies for membership, the applicant club must complete such form and return the same to the MSSA.Fee note for 2025
The fee note details the Affiliation Fees and Registration fees that are payable.
Player Registration Form
The Player Registration Form needs to be completed by every player that is a member of a club and intends to participate in MSSA affairs.
MSSA’s Letter of Undertaking
The Letter of Undertaking is for all registered players who sit on any MSSA committee.
Asia
Revenant Esports and Team XSpark Join Forces to Form Revenant XSpark, ScoutOP Revealed as Brand Ambassador
Revenant Esports and Team XSpark, two titans of Indian esports, have announced a strategic merger to create Revenant XSpark. This new super organization is set to redefine the esports landscape, combining the resources, expertise, and dedicated fan followings of both organizations.
United under the Revenant XSpark banner, the collaboration aims to compete in multiple popular esports titles, establish original community IPs, deliver engaging fan activations, drive innovative brand partnerships, and expand internationally.
As part of this joint venture, Revenant XSpark has introduced its BGMI lineup, featuring the lineup of Sarang, Spraygod, Shadow, and Joker, with Osmium serving as the team’s coach. These players recently captured back-to-back victories at the BGMI Pro Series and BGMI India Series, making them the only team in the history of the game to win two official BGMI LAN events.
In addition to its BGMI team, Revenant XSpark has been chosen as one of only 10 partnered organizations by The Pokémon Company to compete in the newly launched Pokémon UNITE ACL India League 2025. Fans can look forward to an exciting roster announcement soon.
ScoutOP Joins as Brand Ambassador, Expanding Revenant XSpark’s Reach
Tanmay “ScoutOP” Singh, a legend in the Indian gaming community with over 10 million followers on social media, has officially joined Revenant XSpark as its brand ambassador.
Scout was the mastermind behind the Team XSpark roster, mentoring and nurturing them to their historical back to back victories in BGMI esports. Now, as the ambassador for Revenant XSpark, Scout will bring his vast following, which not only covers India but also extends internationally, to the united brand.
Commenting on the partnership, Tanmay “ScoutOP” Singh, brand ambassador of Revenant XSpark said, “I’ve known Rohit for a while, and I’ve always been a fan of Revenant’s unique approach to content—it’s witty, filled with banter, but still subtle. It’s exactly the kind of vibe I wanted to bring to XSpark. Beyond that, our shared vision for expanding esports with multiple rosters across India and internationally made this partnership a perfect fit. Joining forces to take the Revenant XSpark name global was a no-brainer for me.”
Rohit Jagasia, Founder and CEO of Revenant Esports, commented, “Scout and I have a strong personal connection, and our brands, Revenant and XSpark, naturally share a similar fan base and values. This partnership feels like an organic next step. Scout’s holistic approach to content, spanning gaming and entertainment across multiple platforms, makes him the perfect ambassador for our brand as we aim to establish Revenant XSpark as India’s leading esports organization and expand our footprint globally.”
To celebrate this partnership, Revenant XSpark, including the BGMI team and ScoutOP, will host an exclusive meet-and-greet event in Mumbai in November, giving fans a chance to interact with their favorite players and ScoutOP himself. Stay tuned to Revenant XSpark’s social media handles for more information.
Revenant XSpark will also be working to build esports IPs. Recently, Revenant Esports also partnered with IPL team, Gujarat Titans, to bring BGMI Titans, an open-for-all esports tournament.
Additionally, Revenant Esports has a strong history within the Indian esports scene, having won the VALORANT Challengers 2024: South Asia – Split 2, to be the lone Indian team in the VCT Pacific Ascension. Furthermore, it is the only esports organization to represent India internationally in the Pokemon UNITE World Championship and the Brawl Stars World Finals.
Asia
NODWIN Gaming partners with Japanese gaming company KONAMI for ‘eFootball Diwali Showdown’
The ‘eFootball Diwali Showdown’, a special influencer tournament organised by NODWIN Gaming, a leader in new-age youth entertainment, gaming, and esports, and Konami Digital Entertainment Co., Ltd. (KONAMI), the leading video game developer and publisher from Japan culminated with S8UL Aman being crowned as the champion.
Eight of India’s prominent gaming personalities including Dreamboy, Yes Smarty Pie, Ezio18Rip, Sid, Senpai Spider, K18, Binks, and Aman, competed in both group stage and knockout formats.
In addition to the tournament, KONAMI has also announced special in-game rewards to celebrate Diwali with Indian gamers. Players will have the opportunity to log in to eFootball and earn exclusive Diwali-themed rewards.
This includes unique player packs featuring popular Indian football team stars, giving fans the opportunity to play with homegrown talent while celebrating the festival of lights. Alongside these packs, players can unlock special Diwali-themed jerseys, available only during this festive period.
Tournament participants K18, Senpai Spider, and Yes Smarty Pie will also be streaming the game extensively and hosting matches for fans on an integrated YouTube stream from their individual channels.
These Diwali-focused initiatives are a testament to KONAMI’s commitment to catering to India’s fast-growing mobile gaming market. As a free-to-play title, eFootball provides open access to casual as well as high-level competitive gaming, eliminating any financial and accessibility barriers for gamers from all backgrounds.
Recently, eFootball was selected by FIFA as an official title in the FIFAe World Cup, with India among the 18 countries invited to participate. Additionally, eFootball is also set to be featured in the Ministry of Information and Broadcasting’s WAVES Esports Championship 2025 (WESC), further solidifying its relevance and appeal in India’s gaming landscape.
Earlier this year, Konami announced that eFootball has surpassed 700 million total downloads worldwide.
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