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
22.214.171.124 Increasing mobile usage in the gaming industry
126.96.36.199 Increasing number of tournaments and prize pool
188.8.131.52 Franchise model: a big shift in Esports industry
3.4.2 Market Restraint Analysis
184.108.40.206 Threats in Esports gambling/betting
3.4.3 Market Opportunity Analysis
220.127.116.11 Cloud gaming enabling new opportunities
3.4.4 Market Challenges Analysis
18.104.22.168 Lack of standardization
22.214.171.124 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
3.9.3 Asia Pacific
3.9.4 Middle East & Africa
Chapter 4. Consumer Behaviour Analysis
4.1 Esports Demographics
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
126.96.36.199 Market estimates and forecast by region, 2018-2030 (USD Million)
188.8.131.52 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.3 Merchandise & Tickets
184.108.40.206 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.4 Publisher Fees
220.127.116.11 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.5 Media Rights
18.104.22.168 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
Unikrn Brings Video Games and Esports Betting Back
Gamers are always looking for more, and unikrn is betting on it. The esports betting platform is back and built for a new generation of players.
Initially introduced eight years ago, unikrn is the most expansive video games and esports betting platform on the market – offering a safe, secure and accessible way for players of legal betting age to supercharge their esports fandom. The platform, which also offers betting options across traditional sport and casino games, is now available in Brazil and Canadian provinces and territories other than Ontario. The platform will continue plans to enter new, regulated markets around the globe in 2023 and into the future.
The platform, now with a completely new look-and-feel, offers an easy-to-use interface that makes it smoother and simpler for players looking to bet on their own, bet with friends or even bet on themselves. With an around-the-clock video game stream of exciting action featuring the world’s most popular video game titles, unikrn gives players more ways to bet while watching and playing their favourite games.
“Over the past year, the passionate team at Entain has worked closely with us to create a safe, accessible, secure and compliant product that players can trust – even if they’ve never placed a bet before. The launch of unikrn in both Brazil and Canada is the first step as we introduce a video games and esports betting platform that truly puts a new generation of players and their passions first,” Justin Dellario, CEO of unikrn and Managing Director of Esports at Entain, said.
unikrn is continually innovating and will evolve its product suite as the brand’s footprint expands. The initial product offerings will include UMode, unikrn Virtual, unikrn Esportsbook, unikrn Sportsbook, unikrn Casino and unikrn Rewards.
World Esports Championships Finals Begin with Spectacular Opening Ceremony
IESF welcomes World Esports Family to Bali for the largest edition of its flagship event
The International Esports Federation (IESF) officially opened the 14th World Esports Championships Finals today in Bali, Indonesia. The Opening Ceremony kicked off IESF’s historic WE Championships with an athlete parade, special performances, and speeches from IESF President Vlad Marinescu and Esports Federation of Indonesia (PBESI) President Budi Gunawan at the Merusaka Nusa Dua Hotel.
The ceremony welcomed athletes, referees, fans, event organizers, government officials, and others from the World Esports Family. The ceremony began with the Indonesia Raya, the national anthem of Indonesia, and the official PBESI march. IESF then did an official raising of its flag to mark the start of the event. Inspired by Indonesian and Balinese culture, the ceremony featured traditional dances as well as extraordinary performances by Indonesian artists Alffy Rev, Wizzy, and Ecko.
The WE Championships remain the sole international esports competition where athletes compete to represent their countries. Over 600 players representing 106 countries will compete across six games: CS:GO, Dota 2, Mobile Legends: Bang Bang, eFootball ™ 2023, Tekken 7, and PUBG Mobile, making this the largest and most geographically diverse edition of the event since its inception in 2008 with a record prize pool of $500,000.
An athlete representative from each country joined in the athlete parade of the Opening Ceremony to carry their country’s flag to celebrate the event’s largest and most inclusive edition. Additionally, IESF showcased its commitment to responsible gaming and providing referees with the highest level of certification to ensure fair and safe competition. This year’s referees took an oath on stage during the Opening Ceremony, alongside an athlete representative, to safeguard responsible gaming.
IESF President Vlad Marinescu spoke at the ceremony and said: “Welcome to Bali for the 2022 World Esports Championships Finals. We are elated to see a historic 106 countries, more than double from last year’s edition, competing in the 14th edition of this event right here in the Land of Gods. All of you here in this beautiful country and those watching are proof and reflection of the growth and progress of the World Esports Family.”
In his speech, PBESI President Budi Gunawan said: “The Indonesia Esports Summit and the 14th IESF World Esports Championships, wil declare our commitment to set new standards for organizing world class esports event. We sincerely hope that the 14th IESF World Esports Championships Bali 2022 will be a new momentum for all these great talents from around the world to build friendship and peace”
The competition will conclude with the Closing Ceremony and a special announcement on December 11, where one nation will be crowned the World Esports champion.
The Finals will be live-streamed across seven IESF Twitch channels, one dedicated for each game. The full lineup of competing nations and all other information related to WEC can be found on the official website.
The World Esports Championships 2022 Are Officially Open!
And WE are live in 3,2,1…
The World Esports Championships 2022 are officially open!
Join the opening ceremony today, at 7 pm GMT +8 with traditional music and dance performances, a fireworks show, and wave your national flag proudly!
After the opening ceremony feel free to join in the press conferences.
During the event, you can experience a little bit of everything from cosplay competitions, games, watch parties, and daily activities.
If you are not in Bali, you can always tune in on the platform wec.iesf.org and become part of the magic.
Watch your teams, stay on top of every score, and keep cheering for your favorite players!
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