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Global Esports Market (2022 to 2030) – Size, Share & Trends Analysis Report

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Global Online Gambling Market Report 2022: Featuring William Hill, Flutter Entertainment, 888 Holdings, Bet365 & Others
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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

Riot Games Announces VALORANT Esports EMEA Partnership With Unilumin

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With the start of the 2024 competitive VALORANT Esports season now underway, we’re proud to announce our partnership with Unilumin, a world leading LED display solution provider!

Unilumin has been instrumental in helping us level up the fan experience at the all-new Riot Games Arena with their industry-leading LED display technology, of which 250 square meters will now feature across the Riot Games Arena in Berlin. We’re so excited to welcome them on board as an official supplier for VCT EMEA, VALORANT Game Changers EMEA, and VALORANT Ascension EMEA.

Unilumin’s screens will light up the stage at the Berlin arena – and their logo will feature across various VALORANT Esports EMEA broadcasts throughout 2024. They’ve supplied display solutions globally from Manchester City’s Etihad Stadium to the Mercedes-Benz Arena, a mere stone’s throw away from us at the Riot Games Arena in Berlin. They’ve also worked with some of the biggest names in entertainment venues and global sports stadiums to illuminate events across the globe with grandstand, perimeter, and centerhung screens alongside scoreboards in major competition venues.

As we continue to level up the fan experience throughout 2024, we know Unilumin is the perfect partner to help us bring the most immersive experience and exciting atmosphere to the Riot Games Arena in Berlin, for our fans.

“Unilumin Sports is pleased to bring our solutions and technologies to the Riot Games Arena in Berlin and be a partner of VALORANT Esports in EMEA”, said Oscar Feng, the Global Director of Unilumin Sports. “We will use our well-designed products and fast response services to cooperate with Riot Games for their events and show the ultimate audio-visual experience to their fans.”

“After working with Unilumin for the refit of the Riot Games Arena, we’re delighted to welcome them as a supplier for our various VALORANT Esports EMEA events in 2024,” said Daniel Ringland, Head of VALORANT Esports EMEA. “Unilumin has helped us enhance the fan experience for those watching from home and joining us on-site, and we can’t wait to use their display technology throughout the season.”

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eSports

Tundra Esports Announces Addition of Ludwig ‘Zai’ Wahlberg as Dota 2 General Manager to the Team

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The veteran offlaner and captain will serve as the cornerstone for Tundra Esports’ Performance Management Team

Tundra Esports is delighted to announce the addition of Ludwig ‘Zai’ Wahlberg to its Dota 2 Performance Management Team, taking on the role of General Manager.

A household name in the competitive scene to both fans and peers alike, Wahlberg brings over tens years of experience, numerous championships and four top-three finishes at The International to the Tundra Esports tribe. Alongside his impressive tenures on some of the highest profile rosters in Dota’s history, he retains the impressive record of a 66.6% win rate across his 2,000+ game career; the highest of all pro Dota players*. For someone with such an intimate relationship with success in Dota 2, Wahlberg is expected to bring about a new level of excellence to the team’s management style and gameplay.

*With more than 200 pro matches played

Wahlberg’s addition further cements Tundra Esports’ commitment to growing and evolving its performance management team and the move marks a significant milestone for the organisation’s continued journey towards competitive success in the world of Dota 2.

“I’m thrilled to welcome Ludwig ‘Zai’ Wahlberg to Tundra Esports as the Dota 2 General Manager and support his journey into management after his illustrious playing career,” the co-founder and Esports Director for Tundra Esports, Anthony Graham, said. “We are doubling down on our approach to Dota and I don’t think there is a better person to lead our Dota operations going forward than Wahlberg.”

Wahlberg joins the already star-studded 2024 Tundra Esports Dota roster, consisting of:

1 – Ivan ‘Pure-‘ Moskalenko
2 – Topias ‘Topson’ Taavitsainen
3 – Ivan ‘MinD_ContRoL’ Ivanov
4 – Edgar ‘9Class’ Naltakian
5 – Matthew ‘Whitemon’ Filemon

“After an extensive break from the game, I’m very excited to be involved with Dota again but in a different capacity,” Wahlberg said. “I’m looking forward to stepping into a new role as General Manager for Tundra Esports and to use my previous experiences and insights as a player to manage and influence its Dota division.”

Fans will get to witness his impact on the team’s performance first-hand in its upcoming match against The International 12 champions Team Spirit this Sunday at DreamLeague Season 22.

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eSports

Esports to Beat Football? SOFTSWISS Shares Sports Betting Trends for 2024

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Esports to Beat Football? SOFTSWISS Shares Sports Betting Trends for 2024
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Esports is raising its position among top sports by bets in 2023. The product team of the SOFTSWISS Sportsbook, a top sports betting software provider, reflects on the past year.

 

Esports Unstoppable Rise

Over the past three years, the top three sports by bets remain unchanged, with football, tennis and basketball maintaining their leadership. In contrast, esports has demonstrated a consistent upward trend, progressing from the seventh position in 2021 to the fourth in 2023. Notably, Counter-Strike stands out, claiming the sixth position among the top ten disciplines by the number of bets.

Alexander Kamenetskyi, Head of SOFTSWISS Sportsbook, comments: “Considering the rise of esports, we guide our partners to focus on cyber disciplines, engaging audiences beyond traditional betting demographics. Highlighting the cybersports potential for operators, Newzoo’s report projects 640 million viewers by 2025.”

 

Mobiles Drive 92% of Operator GGR

Another notable trend in sports betting, which has remained unchanged for several years, is the consistent growth in bets made from mobile devices. According to the SOFTSWISS Sportsbook, 80% of bets in 2023 were placed via mobile versus 70% in 2022 and 68% in 2021. This trend solidifies as players increasingly opt for mobile convenience, especially in live betting scenarios. More importantly, it was mobile devices that contributed 92% to the operators’ GGR.

Kamenetskyi adds: “Mobile betting is one of our main focuses in product development. We put much effort into improving our mobile application and mobile website. It is specifically important for locations facing challenges with internet connectivity and regions like LatAm and Africa where internet coverage is still growing.”

 

Casino Turnover Drops During Major Sports Events

The SOFTSWISS Sportsbook team has repeatedly emphasised shifts in player behaviour around major sports events. Specifically, there was a 10–20% drop in online casino turnover, coinciding with the World Cup 2022. This highlights a dynamic wherein a significant portion of casino players redirect their focus towards sports betting based on seasonal patterns. Considering audience preferences, reinforcing casinos with sportsbooks is a logical step.

Kamenetskyi adds: “This pattern underscores the strategic imperative for iGaming stakeholders to recognise the synergistic relationship between casino ventures and sportsbooks. Combining these options not only enhances casino appeal but also maintains player engagement, especially during sports events. In this context, it is worth mentioning that the SOFTSWISS Sportsbook is compatible with any casino platform on the market.”

Additionally, the SOFTSWISS Sportsbook team notes the strengthening of other trends like regulation and responsible gambling that have recently been highlighted in the iGaming Trends 2024 report by SOFTSWISS. The SOFTSWISS Sportsbook team will be glad to discuss all learnings during the first SBC Summit Rio at the stand D360.

 

About SOFTSWISS 

SOFTSWISS is an international tech company supplying software solutions for managing iGaming projects. The expert team, which counts over 2,000 employees, is based in Malta, Poland and Georgia. SOFTSWISS holds a number of gaming licences and provides one-stop-shop iGaming software solutions. The company has a vast product portfolio, including the Online Casino Platform, the Game Aggregator with thousands of casino games, the Affilka affiliate platform, the Sportsbook Platform and the Jackpot Aggregator. In 2013, SOFTSWISS was the first in the world to introduce a Bitcoin-optimised online casino solution.

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