eSports Market (Updated Version Available)

eSports Market Size, Share & Trends Analysis, By Revenue source (Advertising, Sponsorship, Merchandise & Tickets, Media rights, and Publisher fees), Streaming type (Live and Video on-demand), By Region, Forecast Period- 2023-2030

Report ID : RI_673810 | Date : March 2023 | Format : ms word ms Excel PPT PDF

This Report Includes The Most Up-To-Date Market Figures, Statistics & Data
Key Market Overview:

The eSports Market was valued at USD 1,440 Million in 2022, registering a CAGR of 21.0% during the forecast period (2023-2030), and the market is projected to be worth USD 4864.27 Million by 2030.

eSports is referred as electronic sport comprises with organized competitive video gaming. It primarily involves competition between two teams for cash prize. eSports is easily accessible to play traditional games globally with an internet connection. Increasing investments in eSports, rising live streaming of games, and development of infrastructure for league tournaments are driving the growth of eSports market.

Additionally, eSports is considered as a professional career option due to its rising popularity for gaming tournaments, revenue source, one-on-one sponsorship, and impressive international prize schemes. Universities and colleges are also inclining towards eSports to develop skilled professional. Becker College in Massachusetts, Ohio State University, and Virginia\'s Shenandoah University provide degree course for eSports. Some universities offer huge scholarships for the player to develop degree course of eSports; the University of California Irvine is offering scholarships for top 6 players.

Furthermore, increasing investments in eSports and rising number of viewers is propelling growth in eSports market. For instance, in 2020 total investment in eSports market has raised with 116% as compared to 2019 investments due increasing audience and franchise style leagues. The free-to-play gaming model has raised the market growth owing to increased popularity and lower upfront costs. Thus, rising viewership fuel the growth of eSports market. For instance, in September 2019, Overwatch League Grand Finals experienced 16% rise in viewership for eSports.

eSports Report Coverage:

Report AttributesReport Details
Study Timeline2017-2030
Market Size in 2030 (USD Million)4864.27 million
CAGR (2022-2030)21 %
Base Year2022
By Revenue sourceAdvertising, Sponsorship, Merchandise & Tickets, Media rights, and Publisher fees
By Streaming typeLive and Video on-demand
By Geography
  • Asia-Pacific [China, Southeast Asia, India, Japan, Korea, Western Asia]

  • Europe [Germany, UK, France, Italy, Russia, Spain, Netherlands, Turkey]

  • North America [United States, Canada, Mexico]

  • Middle East & Africa [GCC, North Africa, South Africa]

  • South America [Brazil, Argentina, Columbia, Chile, Peru]
  • Key PlayersActivision Blizzard Inc., Electronic Arts Inc., Caffeine, Riot Games Inc., Gameloft SE, HTC Corporation, Intel Corporation, Gfinity PLC, CJ Corporation, Modern Times Group (MTG), Nintendo of America Inc., Sony Group Corporation, NVIDIA Corporation, Tencent Holding Limited, Valve Corporation


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    Market Dynamics:

    Driver:

    Rising popularity for video gaming and increasing awareness of eSports is driving the growth of eSports market

    Rising popularity for video gaming and increasing awareness of eSports is driving the growth of eSports market
    Popularity for video gaming is rapidly increasing due to easy accessibility of eSports through internet connection. Increasing investments in eSports, rising live streaming of games, and development of infrastructure for league tournaments are driving the growth of eSports market. Additionally, constant advancements in smart devices such as smartphones, high tech devices and internet connection tend to increase the interest in video gaming. For instance, in April 2021, Gameloft collaborated with ESL Gaming, the world\'s leading eSport company, aim develop mobile eSports sponsoring solution for better streaming experience. Thus, increasing popularity for video gaming platform is driving the growth of eSports market.

    Restraint:

    Addiction issue and threat from eSports bettinghas restrain the growth of eSports market

    Addiction issue and threat from eSports betting has restrain the growth of eSports market
    Gamers experience threatening disorders such as obesity, metabolic disorder, prolonged stress, and poor posture due to light-emitting diode of computer monitor, and addiction of eSports betting. For instance, electronic devices emitting optic radiations cause melatonin suppression resulting increased risk of diseases. Thus, concern related to health and addiction of eSports is hindering the growth of eSports Market.

    eSports Market Segmentation:



    By Revenue source:

    The revenue source segment is categorized into Advertising, Sponsorship, Merchandise & Tickets, Media rights, and Publisher fees.
    Media rights segment holds largest revenue share of eSport market owing to increased popularity and rising investments by media companies in eSports. For instance, in March 2021, PUBG owner Krafton invested USD 21.5 million in NODWIN Gaming, an Indian eSports and gaming company. The investment aim to create eSports tournaments and has bought ESL and DreamHack to host events in India. Media rights consists of leagues, event organizers, and revenue paid to obtain rights to broadcast the eSports tournament content on channels.
    Advertising and sponsorship segment is rapidly growing due to increasing fan base for video gaming, resulting high investments in eSports. For instance, in June 2021, GameSquare eSports invested USD 27 million in Complexity Gaming, North American eSports organization and raised USD 13.7 million.

    By Streaming type:

    The streaming type segment is classified into Live and Video on-demand.
    Live streaming holds major market share of eSports due to rising number of smartphone users and growing focus on fan engagement. Thus, increase in number of viewers and advancement in technologies has augmented the demand of live streaming in eSports market. For instance, Loco offers free live streaming eSports platform for games including PUBG, Free Fire, GTA V, BGMI, Valorant, and others.

    Video on-demand is expected to grow during forecast period owing to increasing demand for in-house entertainment including Over the Top (OTT) platform. Thus, rising number of viewers for eSports is projecting the growth of video on-demand segment of eSport market.

    By Region

    The regional segment includes North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.
    North America has accounted major market share for eSports owing to increased number of online gamers. Additionally, increasing investments and rapid adoption of advanced technologies are driving eSports market in North America region. For instance, in July 2022, Twitch launched latest security feature for the platform to help the steamers for customization and sharing of banned accounts with other viewers.



    Asia Pacific region is anticipated to showcase fastest growth of eSports market due to rapid digital transformation in developing countries such as India, Japan, and China.

    Network as a Service Market Competitive Landscape:

    The competitive landscape of the market has been analyzed in the report, along with the detailed profiles of the major players operating in the industry. Further, the surge in Research and Development (R&D), product innovation, various business strategies, and application launches have accelerated the growth of the Global eSports Market. Key players in the market include-

    • Activision Blizzard, Inc.
    • Electronic Arts Inc.
    • Caffeine
    • Riot Games Inc.
    • Gameloft SE
    • HTC Corporation
    • Intel Corporation
    • Gfinity plc
    • CJ Corporation
    • Modern Times Group (MTG)
    • Nintendo of America Inc.
    • Sony Group Corporation
    • NVIDIA Corporation
    • Tencent Holding Limited
    Valve Corporation

    Recent Developments

    • In April 2022, Tata Communications further strengthens IZO Internet WAN for global enterprises. With dependable network services offering access to more than 150+ geographies, IZO Internet WAN offers high-quality Internet services and consistent network experiences over various service options including broadband Internet.

    • In December 2020, Verizon Business announced the deployment of its Network-as-a-Service (NaaS) offering, an all-encompassing network solution, to more than 9,000 Walgreens and Duane Reade retail locations across the U.S.
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