Global Esports Market Size By Revenue Streams, By Game Genre, By Platform, By Geographic Scope And Forecast
Published on: 2024-08-03 | No of Pages : 320 | Industry : latest updates trending Report
Publisher : MIR | Format : PDF&Excel
Global Esports Market Size By Revenue Streams, By Game Genre, By Platform, By Geographic Scope And Forecast
Esports Market Size And Forecast
Esports Market size was valued at USD 2.1 Billion in 2023 and is projected to reach USD 7.5 Billion by 2030, growing at a CAGR of 21.5% during the forecast period 2024-2030.
Global Esports Market Drivers
The market drivers for the Esports Market can be influenced by various factors. These may include
- Expanding Global AudienceEsports has seen a sharp rise in popularity, drawing a wide range of participants, watchers, and supporters from all around the world. The industry is growing because of the growing viewership, especially in younger demographics, which increases demand for esports events, goods, and content.
- Digitalization and Online ConnectivityThe expansion of esports has been made possible by the broad use of digital platforms, online gaming, and high-speed internet connectivity. Players from all around the world may virtually compete and communicate with one another, creating a thriving esports ecosystem that is not limited by time zones or geography.
- Increasing Investment and SponsorshipA wide range of stakeholders, including gaming corporations, media outlets, technology companies, and traditional sports organizations, have made major investments in the esports market. This financial infusion promotes the professionalization and growth of the esports industry by supporting the development of teams, leagues, competitions, and infrastructure.
- Rise of Professional Esports OrganizationsThe professionalization and commercialization of esports are facilitated by the emergence of professional esports organizations, which are made up of competent players, coaches, and support personnel. These companies sign sponsorship deals, participate in leagues and tournaments, and make money from gear sales, streaming, and advertising. All of these things help to grow the esports industry as a whole.
- Mainstream Recognition and Media CoverageMajor broadcasters, streaming services, and traditional sports networks now cover esports events and contests, demonstrating the genre’s widespread acceptance and media attention. More sponsors, advertisers, and spectators are drawn to esports as a result of increased media attention, which also strengthens the sport’s reputation as a respectable competitive entertainment medium.
- Cultural Acceptance and InclusionEsports has moved past its specialized beginnings to become a well-known and esteemed kind of entertainment. It has been more and more accepted and incorporated into general culture. Esports’ inclusiveness, which accepts players and spectators of all backgrounds and ability levels, adds to its allure and helps it become a worldwide sensation.
- Technological DevelopmentsVirtual reality (VR), augmented reality (AR), streaming platforms, and gaming technology are all advancing at a rapid pace, making esports more enjoyable for both competitors and fans. These technology advancements stimulate creativity, immersion, and involvement in the esports sector, drawing new players and growing the market.
Global Esports Market Restraints
Several factors can act as restraints or challenges for the Esports Market. These may include
- Limited Opportunities for MonetizationDespite the enormous fan base of esports, generating revenue from them might be difficult. The main sources of income are ticket sales, media rights, sponsorships, and advertising. However, the overall financial potential of esports is limited due to its lack of established revenue channels when compared to traditional sports.
- Infrastructure DifficultiesDeveloping and maintaining the high-speed internet access, game technology, and venue amenities necessary to operate esports events can be costly. The expansion of the esports business could be hindered in areas with limited infrastructure.
- Fragmented GovernanceThe absence of a single, centralized regulatory organization in the esports sector leads to a dispersion of standards and governance frameworks. The industry’s professionalization and long-term stability may be hampered by this fragmentation, which can result in irregularities in player contracts, tournament administration, and dispute settlement.
- Player Burnout and Health ConcernsProfessional esports athletes frequently deal with demanding training regimens and competitive expectations, which can result in burnout and other mental and physical health concerns like musculoskeletal disorders and repetitive strain injuries. Establishing sustainable career trajectories and addressing player welfare are essential to the industry’s long-term survival.
- Audience FragmentationThere is a wide range of demographics, interests, and gaming preferences among the esports audience. It can be difficult for esports organizers and sponsors to satisfy the varied tastes of this audience while still retaining a broad appeal, which could result in audience fragmentation and lower engagement.
- Problems with intellectual propertyA lot of esports events use information that is protected by copyright, including music, logos, and game footage. Between game developers, event planners, and content providers, intellectual property disputes and licensing problems can occur, leading to legal ambiguities and impeding industry collaboration.
- Lack of Mainstream AcceptanceTraditional media, advertisers, and the general public continue to view esports with suspicion and stigma despite their increasing popularity. The industry still faces the issue of dispelling false impressions and winning over the general public to its legitimacy as a competitive and genuine form of entertainment.
- Regulatory ambiguityBecause esports regulations range greatly between jurisdictions, players, teams, and event organizers must deal with regulatory ambiguity. To guarantee fair competition, safeguard player rights, and support international esports events, clear and uniform regulations are required.
Global Esports Market Segmentation Analysis
The Global Esports Market is Segmented on the basis of Revenue Streams, Game Genre, Platform, and Geography.
By Revenue Streams
- Media RightsRevenue from media partnerships, streaming services, and broadcasting rights is known as media rights revenue.
- Sponsorships and AdvertisingRevenue from endorsements, sponsorships, and advertising agreements with businesses and brands.
- Merchandising and Ticket SalesSales of goods, event tickets, and in-game transactions provide revenue for both ticketing and merchandising.
- Prize pools from tournamentsmoney raised through crowdsourcing, sponsor contributions, and event entrance fees.
- Game Publisher FeesA portion of in-game purchases, license costs, and partnership revenues are shared with game publishers.
By Game Genre
- First-Person Shooter (FPS)First-person shooter (FPS) games include Overwatch, Call of Duty, and Counter-StrikeGlobal Offensive (CSGO).
- Multiplayer Online Battle Arena (MOBA)Games like Heroes of the Storm, Dota 2, and League of Legends (LoL) are examples of multiplayer online battle arenas, or MOBAs.
- Real-Time Strategy (RTS) Games that use real-time strategy (RTS) include Warcraft III and StarCraft II.
- Battle RoyaleGames like Apex Legends, Fortnite, and PlayerUnknown’s Battlegrounds are examples of battle royale games.
- Sports SimulationSports simulation games include Madden NFL, NBA 2K, and FIFA.
By Platform
- PCPC platforms, including as desktop and laptop PCs, are used for esports competitions.
- ConsolePlayStation, Xbox, and Nintendo Switch gaming consoles are the venues for esports competitions.
- MobileMobile gaming systems, such as smartphones and tablets, are the center of esports competitions.
By Geography
- North America Market conditions and demand in the United States, Canada, and Mexico.
- Europe Analysis of the Esports Market in European countries.
- Asia-Pacific Focusing on countries like China, India, Japan, South Korea, and others.
- Middle East and Africa Examining market dynamics in the Middle East and African regions.
- Latin America Covering market trends and developments in countries across Latin America.
Key Players
The major players in the Esports Market are
- Activision Blizzard (US)
- Electronic Arts (US)
- Tencent Holdings (China)
- Valve Corporation (US)
- Twitch Interactive (US)
- Sony Group Corporation (Japan)
Report Scope
Report Attributes | Details |
---|---|
Study Period | 2020-2030 |
Base Year | 2023 |
Forecast Period | 2024-2030 |
Historical Period | 2020-2022 |
Unit | Value (USD Billion) |
Key Companies Profiled | Activision Blizzard (US), Electronic Arts (US), Tencent Holdings (China), Valve Corporation (US), Twitch Interactive (US), Sony Group Corporation (Japan) |
Segments Covered | Revenue Streams, Game Genre, Platform, And Geography |
Customization scope | Free report customization (equivalent up to 4 analyst’s working days) with purchase. Addition or alteration to country, regional & segment scope |
Research Methodology of Market Research
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