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eSport Market Is Expected To Reach around USD 5.48 Billion by 2030, Grow at a CAGR Of 21.0% during Forecast Period 2023 To 2030 | Data By Contrive Datum Insights Pvt Ltd.



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The Global eSports Market Size Was Valued at USD 1.22 Billion In 2021. The Market Is Projected To Grow From USD 1.44 Billion In 2022 To USD 5.48 Billion By 2030, Exhibiting A CAGR Of 21.0% During The Forecast PeriodWe found that the global market for eSports grew by an average of 15.4% between 2019 and 2020.

The market is growing because more games are being streamed live, big investments are being made, more people are watching, more people are getting involved, and league tournaments have better infrastructure. Because gamers, organisers, influencers, and game developers are getting better at what they do, there are more ways to make money in the market. Electronic sports can be a profession because they have big international prize pools and make money from streaming.

Also, colleges and universities have started to offer programmes that are designed to turn out skilled workers.

Recent Developments:

  • In August 2021: Gameloft partnered with ESL Gaming to enhance the mobile electronic sports-native sponsoring solutions.
  • In July 2021: Intel collaborated with the International Olympic Committee to increase the focus on hosting one of the major virtual competitions as a kickoff to the Games. The electronic sports event was mainly scheduled to be held in Katowice, a city of approximately 3,00,000 individuals in Poland, a month before the Olympic Games.
  • In June 2021: Gameloft partnered with Epik Prime, an NFT platform functioning with AAA gaming organizations & large entertainment IP and brands, which focused on launching a racing-themed set of archives within the mobile racing game Asphalt 9.

Segment Overview

Streaming Insights

There are two main types of streaming: live streaming and on-demand streaming. During the period covered by the forecast, live streaming is expected to make up the biggest part of the segment. As more attention is paid to getting fans involved, live electronic sports events are likely to become more popular. Also, as the number of smartphone users grows, more people are likely to watch live tournaments of electronic sports.

People want more entertainment at home, so video-on-demand is likely to grow quickly over the next few years. People watch more games on Over-the-Top (OTT) platforms than live because they can watch the game whenever they want. Because of this, the video-on-demand part of this business is likely to grow.

Revenue Streaming Insights

Depending on how the money comes in, the market is split into media rights, advertising, sponsorship, ticket and merchandise sales, game publisher fees, and other categories. The media rights segment is expected to gain the most market share during the time frame of the forecast. Many media companies are putting money into these games because the industry is growing and more than 380 million people around the world watch them.

Sponsorship and advertising are expected to grow quickly during the time frame of the forecast. The team that pays for the platform is putting money into it to build its brand as the number of viewers grows. In the same way, many apps that let you play games have ads in them to make more money.

Gaming Genre Insights

Based on the type of game, the market is split into real-time strategy games, first-person shooter games, fighting games, multiplayer online battle arena games, mass multiplayer online role-playing games, and other types. During the time frame of the prediction, the market for first-person shooter games is expected to grow a lot. Many different game providers offer a huge number of first-person shooter games. The 3D worlds in the games of the past looked real.

Fighting games will get better in a lot of ways. Because it is used in virtual and video games, it is becoming more popular on the market.

Over the next few years, multiplayer online battle arena games will grow quickly because they are fun and profitable. Since multiplayer is becoming more and more popular, it is likely to grow.

Regional Outlook:

In 2021, North America had the largest share of the market. There are a lot of online gamers in this area, which should help the business grow. The largest companies in the area are Activision Blizzard, Inc., Riot Games, Inc., X1 Esports and Entertainment Ltd., and others. To stay ahead of the competition and meet customer needs, they spend a lot of money on research and development.

Asia-Pacific is likely to grow a lot over the next few years. Because of how quickly sports events are moving to digital platforms for entertainment, countries like China, Japan, and India are likely to have a high demand. Electronic sports are becoming more popular because the gaming and entertainment industry in Asia and the Pacific has so many opportunities.

Most European countries have a strong sports market, which is likely to give companies that offer online sports platforms more ways to make money. Fans are always looking for new ways to play games. In the same way, a lot of different people are investing a lot in this market in Europe because it has a growing audience and a higher return on investment.

Scope of Report:

Report Attributes Details
Growth Rate CAGR of 21.0% from 2023 to 2030.
Revenue Forecast by 2022                        USD 1.44 Billion
By Streaming Type On-demand, Live, Others
By Revenue Streaming Game Publisher Fees, Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Others
By Gaming Genre Real-time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-playing Games, Others
By Companies  Sony Group Corporation (Japan), Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.)
Regions and Countries Covered
  • North America: (US, Canada, Mexico, Rest of North America)
  • Europe(Germany, France, Italy, Spain, UK, Nordic Countries, Benelux Union, Rest of Europe)
  • Asia-Pacific (Japan, China, India, Australia, South Korea, Southeast Asia, Rest of Asia-Pacific)
  • The Middle East & Africa(Saudi Arabia, UAE, Egypt, South Africa, Rest of the Middle East & Africa)
  • Latin America(Brazil, Argentina, Rest of Latin America)
  • Rest Of the World
Base Year  2022
Historical Year  2017 to 2022
Forecast Year  2023 to 2030


Advertisements aimed at people who watch electronic sports, like those shown during live streams on online platforms or electronic sports TV, bring money into this market.

Advertising is likely to bring in a lot of money in the coming years as more people watch online platforms like YouTube and Twitch.

Streamlabs says that in 2018, the most money was made by YouTube and Twitch. Twitch had 4.32 million quarterly active streamers, while YouTube had 1.13 million.

So, as the number of streamers grows, advertising-related content is likely to increase, which will help the market make money.

Driving Factors:

Because technology is always getting better, people all over the world have become dependent on smartphones, other high-tech gadgets, and the internet. Because so many people want to play games, video game companies have moved to a model where they make money over and over again. Also, as technology keeps getting better, there are more and more video game tournaments, virtual reality products, and people spending a lot of money on video content all over the world.

The online gaming market is growing because more people are using advanced gaming technologies, people have different tastes in entertainment, and more people want to play games on their phones. Because more people have smartphones and the internet is better, the number of players has grown quickly.

Restraining Factors:

LED computer monitors can cause metabolic disorders, and gambling addiction and social behaviour disorders can cause psychological problems in gamers.

A recent study by Zwiebel et al. on the health effects of electronic sports players found that they are more likely to get back, neck, and upper limb injuries. The same thing can happen if you spend too much time in front of a computer screen. Most of these problems happen because these players don’t move around much and stand in an awkward way.

Key Segments Covered:

Top Market Players:
Sony Group Corporation (Japan), Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.), and others.

By Streaming Type

  • On-demand
  • Live
  • Others

By Revenue Streaming

  • Game Publisher Fees
  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Others

By Gaming Genre

  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others

Regions and Countries Covered

  • North America: (US, Canada, Mexico, Rest of North America)
  • Europe: (Germany, France, Italy, Spain, UK, Nordic Countries, Benelux Union, Rest of Europe)
  • Asia-Pacific: (Japan, China, India, Australia, South Korea, Southeast Asia, Rest of Asia-Pacific)
  • The Middle East & Africa: (Saudi Arabia, UAE, Egypt, South Africa, Rest of the Middle East & Africa)
  • Latin America: (Brazil, Argentina, Rest of Latin America)
  • Rest Of the World



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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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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 to Beat Football? SOFTSWISS Shares Sports Betting Trends for 2024



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.



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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