The Worldwide Esports Industry is Expected to Reach $12.4 Billion by 2030 - ResearchAndMarkets.com

DUBLIN--()--The "Global Esports Market Size, Share & Trends Analysis Report by Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), by Region, and Segment Forecasts, 2022-2030" report has been added to ResearchAndMarkets.com's offering.

The global esports market size is expected to reach USD 12,494.3 million by 2030, registering a compound annual growth rate (CAGR) of 21.9% from 2022 to 2030.

Companies Mentioned

  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Gameloft SE
  • HTC Corporation
  • Intel Corporation
  • Modern Times Group (MTG)
  • Nintendo of America Inc.
  • NVIDIA Corporation
  • Tencent Holdings Limited
  • Valve Corporation

The increasing mobile usage in emerging countries, rising awareness regarding esports, and increasing popularity of video games are expected to fuel the market growth during the forecast period.

Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers. The increasing investments from commercial partners and substantial audience growth have resulted in revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Moreover, the growing partnerships, acquisitions, and mergers have projected strong growth in the esports market.

The streaming platforms, such as Twitch, have attracted viewers by streaming esports and gaming. The esports tournaments have fascinated athletes and celebrities and have drawn a broad audience's attention. Additionally, esports and gaming make it easy to draw the attention of enthusiastic and young viewers who are hard to reach through traditional media channels.

The ability to grab the attention of the young and enthusiastic audience has attracted many brands to invest in esports events in sponsorships and advertising. The interest of investors has increased with the centralization of an Esports team, rising audience, and the introduction of a more franchise-style league. The rising interest of brands in esports teams to reach potential customers is expected to drive market growth during the forecast period.

In addition to sponsorship, ticket sales and merchandise are essential revenue segments that drive the esports market's growth. The franchisee is focusing on hosting local events that include fans in stadiums, generating significant revenue, thus contributing to the further development of the esports market. The Esports apparel market has witnessed substantial growth due to a growing fanbase, league-level merchandise deals, and increased retail presence.

Esports Market Report Highlights

  • The sponsorship segment held the largest share of esports market revenue in 2021, representing around 40.0%. Through sponsorships, brands can reach potential customers directly via online and offline media channels.
  • The media rights segment, which generates significant revenue, is expected to expand at the highest CAGR of over 23.0% during the forecast period. The numerous leagues, championships, and events that usually occur on various streaming platforms are expected to generate considerable revenue from media rights.
  • The Asia Pacific region is expected to gain a significant market share in the forecasted period. The countries such as China and South Korea are anticipated to play a vital role in developing the esports ecosystem in the region..

Key Topics Covered:

Chapter 1. Market Segmentation and Scope

Chapter 2. Executive Summary & Market Snapshot

Chapter 3. Esports Industry Outlook, Trends & Scope

3.1 Market Introduction

3.2 Esports-Market Size and Growth Prospects

3.3 Esports-Value Chain Analysis

3.4 Esports-Market Dynamics

3.4.1 Market Driver Analysis

3.4.1.1 Increasing mobile usage in the gaming industry

3.4.1.2 Increasing number of tournaments and prize pool

3.4.1.3 Franchise model: a big shift in Esports industry

3.4.2 Market Restraint Analysis

3.4.2.1 Cyberattacks

3.4.2.2 Threats in Esports gambling/betting

3.4.3 Market Opportunity Analysis

3.4.3.1 Cloud gaming enabling new opportunities

3.4.4 Market Challenges Analysis

3.4.4.1 Lack of standardization

3.4.4.2 Infrastructure concerned

3.5 Esports-Penetration & Growth Prospect Mapping

3.6 Business Environment Analysis Tools

3.6.1 Pest Analysis

3.6.2 Porter's Five Force Analysis

3.7 Tencent Games: Gaining an Upper Hand In Esports Industry

3.8 Esports: A Long Term Business Opportunity For Brands

3.9 Major Esports tournaments in various regions

3.9.1 The Americas

3.9.2 Europe

3.9.3 Asia Pacific

3.9.4 Middle East & Africa

Chapter 4. Consumer Behaviour Analysis

4.1 Esports Demographics

4.1.1 Gender

4.1.2 Age

4.2 Media Consumption Habits

4.2.1 Streming Platform Analysis

4.3 Esports Audience Opportunity Analysis

Chapter 5. Esports Revenue Source Outlook

Chapter 6. Regional Estimates & Trend Analysis

Chapter 7. Competitive Analysis

7.1 Key Global Players, Recent Developments & Their Impact on the Industry

7.2 Key Company Categorization (Sponsorship, Media Rights, and Esports Teams)

7.3 Key Company Analysis, 2021

Chapter 8. Competitive Landscape

For more information about this report visit https://www.researchandmarkets.com/r/vc1p9f

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Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900