Esports Market Size, Industry Trends, Share Report, 2030

Esports Market

Esports Market By Revenue Resource (Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, Tickets, and Merchandise), and By Region - Global and Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, and Forecasts 2023 – 2030

Category: Technology & Media Report Format : PDF Report Code: ZMR-5389 Status : Upcoming
Market Size in 2022 Market Forecast in 2030 CAGR (in %) Base Year
USD 1,469.32 Million USD 6,802.17 Million 21.11% 2022

Description

Global Esports Market: Overview

The global esports market size was worth around USD 1,469.32 million in 2022 and is predicted to grow to around USD 6,802.17 million by 2030 with a compound annual growth rate (CAGR) of roughly 21.11% between 2023 and 2030.

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Esports commonly refer to as electronic games. It is an online sport played with the help of a human–computer interface. These are competitive multiplayer tournaments and have professional gaming experience. The global esports market is very lucrative, not only for players but also for brands. The league attracts a large number of audiences.

Global Esports Market: Growth Factors

The spike in user engagements and audience reach had boosted the global esports market. The rising interest in live-streaming games has induced the developer to come up with more exciting games. The developing infrastructure for league tournaments is dominating the market. With the increasing popularity of league tournaments, people are investing in developing the infrastructure that supports advanced esports to give users a thrilling experience. The investment opportunity in the sector attracts professional investors to lock the profits in the future.

In many developed countries, there is significant growth in the advancement of gaming technology. With easy access to technology and smartphone penetration, entertainment preferences are gradually shifting. This Covid-19 outbreak had fueled the global esports market and shifted the preference of masses to the live streaming games in times of house arrest. It is the time when the industry had seen a significant spike in stats.

Global Esports Market: Segmentation

The global esports market is divided based on revenue source and region. Based on revenue resources, the market is bifurcated into sponsorship, ticketing & merchandising, advertising, publisher fees, and media rights. The sponsorship segment is striving hard for market share in global esports markets. Sponsorship is coming up with the opportunity for brands to reach the audience with offline and online modes through the global esports market. Many known brands have collaborated with and sponsored esports teams and leagues. These sponsorships proved to be the right investments as they can capture more market share and enhance brand awareness among the audience. Sponsorship has opened the door to a whole new dimension of investments in the esports industry.

Media rights have a tight hold on the market share and are forecasted to expand at a high CAGR. With the latest communication technology, fans can access live-stream esports activities across the globe. Media organizations invest large amounts to get exclusive rights to broadcast esports live-stream games.

Ticketing and merchandising also contribute to a small percentage in the global esports market. Due to the live streaming facility, the ticketing sector is not flourishing much as compared to other segments in the esports industry.

Global Esports Market: Report Scope

Report Attributes Report Details
Report Name Esports Market Research Report
Market Size in 2022 USD 1,469.32 Million
Market Forecast in 2030 USD 6,802.17 Million
Growth Rate CAGR of 21.11%
Number of Pages 188
Forecast Units Value (USD Billion), and Volume (Units)
Key Companies Covered Valve corporations, Electronic Arts Inc., Gameloft SE, NVIDIA Corporations, Activision Blizzard, Inc., Tencent Holding Limited, and Nintendo of America Inc., among others.
Segments Covered By Revenue Resource, And By Region
Regions Covered North America, Europe, Asia Pacific (APAC), Latin America, Middle East and Africa (MEA)
Countries Covered North America: U.S and Canada
Europe: Germany, Italy, Russia, U.K, Spain, France, Rest of Europe
APAC: China, Australia, Japan, India, South Korea, South East Asia, Rest of Asia Pacific
Latin America: Brazil, Argentina, Chile
The Middle East And Africa: South Africa, GCC, Rest of MEA
Base Year 2022
Historical Year 2017 to 2021
Forecast Year 2022 - 2030
Customization Scope Avail customized purchase options to meet your exact research needs. Request For Customization

Global Esports Market: Regional Analysis

North America holds a larger market share, with the US dominating the market share. Various franchised leagues established in the US for the esports industry development. The market is forecasted to grow expediently in the coming years.

The penetrating gaming industry in the Asia Pacific region is forecasted to dominate the global esports market shortly. China declared esports games as the official sport. It had shifted the masses toward the esports industry. Many companies in China are hiring professionals to develop esports in the country. South Korea is known for esports games providing the best infrastructure for developers for developing the esports industry. South Korea collaborated with many esports companies to propel the esports industry in their region. SK Telecom Co. Ltd collaborated with Comcast corporations to develop the esports company.

Global Esports Market: Competitive Players

Many key market players have excellent credentials in creating intellectual esports games like World of Warcraft, FIFA, Starcraft, and Candy Crush Saga. The global esports market is very competitive, with several M&A activities over the years. Tencent holding limited had been benchmarked in the esports industry and invested in many companies like Epic Games, Inc.; Kakao Corp; and Overwatch League.

Major players in the global esports market include Valve Corporation, Electronic Arts Inc., Gameloft SE, NVIDIA Corporation, Activision Blizzard, Inc., Tencent Holding Limited, and Nintendo of America Inc., among others.

The global esports market is led by players like:

  • Valve corporations
  • Electronic Arts Inc.
  • Gameloft SE
  • NVIDIA Corporations
  • Activision Blizzard, Inc.
  • Tencent Holding Limited
  • and Nintendo of America Inc.
  • among others.

The global esports market is segmented as follows:

By Revenue Resource

  • Media Rights
  • Game Publisher Fee
  • Sponsorship
  • Digital Advertisement
  • Tickets
  • Merchandise

Global Esports Market: Regional Segment Analysis

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

What Reports Provide

  • Full in-depth analysis of the parent market
  • Important changes in market dynamics
  • Segmentation details of the market
  • Former, ongoing, and projected market analysis in terms of volume and value
  • Assessment of niche industry developments
  • Market share analysis
  • Key strategies of major players
  • Emerging segments and regional markets
  • Testimonials to companies in order to fortify their foothold in the market.

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FrequentlyAsked Questions

Esports is a rapidly growing industry that involves organised and highly competitive video gaming. Professional players and teams engage in thrilling battles across a wide range of video games, showcasing their skills and strategies to captivated audiences. The professional gaming industry has witnessed a surge in popularity, with millions of viewers tuning in to watch large-scale tournaments, leagues, and teams.

The global esports market is projected to witness high growth owing to the increasing demand for gaming technology.

According to a study, the global esports market size was worth around USD 1,469.32 Million in 2022 and is predicted to grow to around USD 6,802.17 Million by 2030

The CAGR value of the esports market is expected to be around 21.11% during 2023-2030.

North America holds a larger market share, with the US dominating the market share.

Major players in the global esports market include Valve corporations, Electronic Arts Inc., Gameloft SE, NVIDIA Corporations, Activision Blizzard, Inc., Tencent Holding Limited, and Nintendo of America Inc., among others.

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