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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

Trends:

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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eSports

BETBY ENHANCES ESPORTS EXPERIENCE WITH EXPANDED OUTRIGHTS AND PLAYER PROPS PORTFOLIO

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BETBY ENHANCES ESPORTS EXPERIENCE WITH EXPANDED OUTRIGHTS AND PLAYER PROPS PORTFOLIO
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BETBY, a premium sportsbook provider, has released a major update to its esports portfolio, introducing an unmatched selection of new outrights and player prop markets. With these additions, BETBY now offers three times more outright options than the market average and a completely unique range of player-specific betting markets, setting a new standard for player engagement opportunities through esports content.

BETBY’s expanded outright offerings deliver diversity and unmatched depth in the industry. For instance when it comes to Counter-Strike 2 (CS2), bettors can now access markets that go beyond the standard winners and most played maps, with new betting markets such as Tournament Most Valuable Player (MVP), Magnum Sniper Rifle (AWP) Kill Comparisons, and numerous others now available. In Dota, unique markets like Most Popular Hero (Picks + Bans) and Hero with Highest Kill Death Assist (KDA) provide a more engaging and data-driven betting experience. These markets are updated throughout the entirety of tournaments, ensuring players can place bets during breaks occurring between game days or stages. The update extends beyond Dota and CS2, as BETBY now offers unique outright markets as well for games like Escape from Tarkov: Arena and Standoff 2 – content which is currently not being offered elsewhere in the esports landscape.

The second significant enhancement is the introduction of a much broader esports player props portfolio, which is entirely developed by BETBY’s team of expert traders. This allows players to place bets on individual performances across all S-Tier, A-Tier, B-Tier, and C-Tier tournaments for main esports disciplines, and not only on the occurrence of major events.

These additions further bolster BETBY’s esports portfolio, following a series of major updates that underline the company’s focus on innovation and its dedication to providing engaging content for its partners and their end-users.

Kirill Nekrasov, Head of BETBY Games, commented: “We decided to accelerate the launch of new outrights and player prop markets for esports because we see a gap in the industry. We wanted to develop our own solutions and noticed that even though providers offer classic pre-tournament outrights, none of them provide continuously updated outrights when the events are in progress. Regarding player props, it’s relatively new content as part of our esports feed. If we talk about traditional sports, like soccer or basketball, it’s the standard for the industry. But I foresee that when it comes to esports it will as well be an absolute must-have in the future, with the performance and statistics of teams and players now becoming more widely available. Despite the fact that player props are not a new thing in the esports industry, these markets are offered only throughout top-tier tournaments and only for a limited number of teams. What we did was push this feature not only for top tournaments, but also B-Tier and C-Tier tournaments, whilst at the same time broadening player props coverage to a wider teams coverage.”

BETBY will be showcasing its premium sportsbook solutions and services at the upcoming ICE 2025 in Barcelona.

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eSports

Abios enhances esoccer solution with bet builder launch

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Abios enhances esoccer solution with bet builder launch
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Kambi esports division Abios’ esoccer bet builder goes live, further growing its best-in-class esoccer product alongside improvements in uptime and content availability

Abios, a global leader in esports data and odds provision and part of the Kambi Group, has strengthened its market-leading esoccer offering with the launch of bet builder alongside additional product improvements including more events and higher market availability.

The highly sophisticated proprietary bet builder brings extensive combinability features to Abios’ esoccer offering, delivering the experiences proven to engage bettors on traditional soccer. Bet builder bets on soccer stood at 18% of the Kambi network handle during UEFA Euro 2024, and 24% for the Copa América.

Since launching its automated odds feed on the Kambi network Abios has increased the number of monthly events by 300% year-on-year, alongside significant enhancements to market availability. This has been enabled through the esports division’s automated odds modelling and official data partnership with BETER.

Abios has updated its proprietary models to cater to the increased offering, triggering events even faster and enabling improved uptime, market efficiency and refresh rates. The update includes several infrastructure improvements, allowing the company to increase content availability faster and cover more matches.

The product suite will be available to operators within and outside the Kambi partner network, and partners already connected will be able to receive it instantly.

Anton Janér, Abios’ Founder and Managing Director, said: “Esoccer has seen tremendous success across multiple partners, as it helps operators fill in the gaps in the seasonal sports calendar.

“This year, we went into the field with the ambition to push the envelope of product development in esports betting, which we have found to be lagging compared to traditional sports. With esoccer, we are truly bringing the best in sports to esports and taking full advantage of the digital nature of esports, and it’s something both me and the team are very proud of.”

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Asia

Vasista Esports Crowned Champions of Red Bull M.E.O. 2024 at Chennai Trade Centre

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The Red Bull M.E.O. 2024 BGMI Grand Finals concluded in spectacular fashion at the Chennai Trade Centre, with Vasista Esports emerging as the champions. The team, which flew under the radar leading up to the finals, delivered a phenomenal performance to claim the coveted title.

Coming into the Grand Finals, Vasista Esports had placed 13th in the semifinals, raising doubts about their chances. However, the roster maintained consistency throughout the 18 matches in the grand finals, propelling them to the top of the standings table with 153 points.

The journey to victory wasn’t without challenges. While Vasista Esports took an early lead, they faced stiff resistance from formidable teams like Orangutan, Gods Reign, and Soul Esports during the intense L.AN finale.

In fact, Orangutan almost clinched the title in the penultimate game where they picked up 10 finishes and placed second. But, with Vasista Esports playing it safe to place second in that match, they maintained their position at the top. Orangutan ended as the runners-up with a mere 6 point difference to Vasista Esports.

With this victory, Vasista Esports not only earns the prestigious title but also an exclusive Red Bull F1 experience, where the team will travel to witness a live Formula 1 race in 2025.

In a post match interview, Vasista Esports Pukar said, “We are feeling really good. Honestly, we have been trying to win for the past two seasons and even finished second once. This time, we have won it all and can’t wait to watch the FI race live.”

On their consistency, the player added, “We approached each game with a fresh mindset, taking it one game at a time and leaving behind the results of the previous matches.”

The Red Bull M.E.O. 2024 featured open qualifiers with thousands of players from across India competing for a chance to shine on the big stage. Ultimately, 16 teams battled it out in the Grand Finals at the Chennai Trade Centre. The tournament achieved remarkable success, drawing ove 20fe concurrent viewers. Skyesports had executed the event.

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