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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

IESF Kicks off Bidding Process for 2025 and 2026 Events

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The International Esports Federation (IESF) has officially launched the bidding process for the next two editions of the World Esports Championship and Regional Qualifiers. Cities interested in hosting IESF’s flagship event can learn more about the bidding process on the IESF Events Bidding Process page.

WEC, a long-standing tradition of competitions watched across the world, creates a direct opportunity for the host to link its city brand to the IESF Realm, multiple game titles, and some of the world’s best athletes.

IESF remains open to discussions with any cities, regions, or countries worldwide that are interested in hosting the World Esports Championship or Regional Qualifiers. We welcome inquiries from all potential hosts to explore the opportunities and benefits of bringing these premier esports events to their locations.

IESF General Secretary Boban Totovski said: “After Bali, Iasi, and Riyadh this year, we are all looking forward to our next host for the 17th World Esports Championship. We already have many cities waiting for the process to start bidding and we are all very excited to start the negotiations and discover where will the IESF flag go on the 19th of November in Riyadh, on the closing ceremony”

IESF assesses potential hosts based on several criteria, including how well they align with regional and national development plans, as well as the long-term strategic goals of the IESF vision and mission. The host city is expected to meet all requirements set by IESF. The final selection of the host city is made by a vote from the IESF Board.

The 2023 World Esports Championship in Iași, Romania, was a unique experience, attracting over 100,000 attendees and amassing an impressive 35 million viewers across all platforms. This year, the championship moves to Riyadh, Saudi Arabia, promising to be the biggest event yet with a record 130 nations and over 600 players competing, solidifying Riyadh as this year’s Esports capital.

Which city will rise to become the next epicenter of esports excitement?

 

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eSports

Skyesports Championship 2024: Aurora Gaming and 3DMAX Become First Teams to Advance to the Playoffs

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The Skyesports Championship 2024, a $300,000 international Counter-Strike 2 esports tournament, is taking place at the Taj Lands End, Mumbai from July 24 to 28. As the Group Stage nears its conclusion, two teams have advanced to the prestigious Playoffs, where they will battle for glory and a shot at the lion’s share of the prize pool.

Serbia’s Aurora Gaming and France’s 3DMAX Vie for Glory: First Teams to Reach the Playoffs

Aurora Gaming and 3DMAX have earned this accolade with flawless records so far in the Group Stage.

The 11 participating teams, which include prominent esports organizations from Mongolia, France, Turkey, India, and Russia, have been split into two groups: A and B.

In Group A, Aurora has secured their spot in the Playoffs after convincing victories against Parivsion, ENCE, and True Rippers, standing first in their group with a 3-0 record. With their advancement to the next stage, Aurora is eyeing a consecutive third trophy in Skyesports’ IPs, having previously won the $350,000 Skyesports Masters 2024 and the Skyesports Grand Slam 2024 in Pune, India.

All eyes are still on Group A as teams like The Mongolz and ENCE have to battle it out on Day 3 to make it to the Playoffs.

In Group B, 3DMAX has triumphed over Amkal, DMS, and Revenant Esports, securing a 3-0 record at the top of the group.

The action continues in the Skyesports Championship on Day 3, as the final day of the Group Stage will decide who will join 3DMAX and Aurora Gaming in the Playoffs. Fans can catch all the action live on the Skyesports YouTube and Twitch channels.

Unlike the Group Stage, the Playoffs will take place on the main stage at the prestigious 5-star hotel, the Taj Lands End in Mumbai, India.

Group A Standings

Group B Standings

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eSports

THE DOTA 2 VIRTUAL HALL OF FAME: GG.BET AND DOT ESPORTS PRESENT 50 WORLD RECORDS

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Dot Esports, the leading esports news outlet, and betting brand GG.BET have created a virtual hall of fame to celebrate 50 Dota 2 World Records. Check it out to discover the stories behind the most impressive feats in the game’s competitive history and watch videos of when they happened.

The Dot Esports team have painstakingly selected and presented Dota 2 records in 5 categories: players, teams, tournaments, content creators and talent. You can find a list of the extraordinary individuals and organizations in each one, as well as dive into the events that have made Dota 2 a Tier-1 esports discipline on the world stage.

GG.BET press office:  “Although Dota 2 was released over 11 years ago, it continues to rank among the top games in the esports community. As we wait for the biggest tournament of the year, The International 13, to kick off, we’ve decided to look back and reflect on the most remarkable milestones throughout the competitive history of Dota 2. Did you know that the fastest time a match was won was in less than 8 minutes? Or that there’s a team that’s played 2813 professional matches? The experts at Dot Esports will tell you all about this and much more in our joint project. We’re delighted to support the creation of such insightful content.”

Jody Rones, CRO at Dot Esports:  “From its humble beginning as a fan made mod to one of the largest games in the world, DotEsports is thrilled to partner with GG.BET to shine a light on DOTA and its community as it passes its 11 year mark. From the content creators, to the team, players, tournament organizers, shout casters and more, they’re a key part of what makes this esport great, and we couldn’t be more thrilled to give them the recognition they deserve with the launch of the collaborative DOTA World Records.”

50 Dota 2 World Records is already available on the Dot Esports website in English and Ukrainian.

Before the end of the Counter-Strike: Global Offensive era and the transition to CS2, Dot Esports put a spotlight on 50 CS:GO World Records in collaboration with GG.BET. This project got a great reaction not just from the esports community, but from the players and teams themselves.

 

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