Business Economy

Global Esports Market Industry Size, Growth Drivers, Opportunity, Forecast 2024-2032

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Global Esports Market Size By Revenue Streams, By Game Genre, By Platform, By Geographic Scope And Forecast

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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 Audience: Esports 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 Connectivity: The 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 Sponsorship: A 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 Organizations: The 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 Coverage: Major 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 Inclusion: Esports 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 Developments: Virtual 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 Monetization: Despite 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 Difficulties: Developing 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 Governance: The 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 Concerns: Professional 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 Fragmentation: There 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 property: A 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 Acceptance: Traditional 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 ambiguity: Because 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 Rights: Revenue from media partnerships, streaming services, and broadcasting rights is known as media rights revenue.
  • Sponsorships and Advertising: Revenue from endorsements, sponsorships, and advertising agreements with businesses and brands.
  • Merchandising and Ticket Sales: Sales of goods, event tickets, and in-game transactions provide revenue for both ticketing and merchandising.
  • Prize pools from tournaments: money raised through crowdsourcing, sponsor contributions, and event entrance fees.
  • Game Publisher Fees: A 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-Strike: Global Offensive (CS:GO).
  • 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 Royale: Games like Apex Legends, Fortnite, and PlayerUnknown’s Battlegrounds are examples of battle royale games.
  • Sports Simulation: Sports simulation games include Madden NFL, NBA 2K, and FIFA.

By Platform

  • PC: PC platforms, including as desktop and laptop PCs, are used for esports competitions.
  • Console: PlayStation, Xbox, and Nintendo Switch gaming consoles are the venues for esports competitions.
  • Mobile: Mobile 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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Reasons to Purchase this Report:

• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors• Provision of market value (USD Billion) data for each segment and sub-segment• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled• Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players• The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions• Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis• Provides insight into the market through Value Chain• Market dynamics scenario, along with growth opportunities of the market in the years to come• 6-month post-sales analyst support

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Frequently Asked Questions

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.
The Esports Market is fueled by growing internet penetration, popularity of competitive gaming, increasing investments from sponsors and advertisers, and expanding audience demographics, especially among younger generations.
The major players in the global Esports Market are Activision Blizzard (US), Electronic Arts (US), Tencent Holdings (China), Valve Corporation (US), Twitch Interactive (US), Sony Group Corporation (Japan)
The Global Esports Market is segmented on the basis of Revenue Streams, Game Genre, Platform, And Geography.
The sample report for the Esports Market can be obtained on demand from the website. Also, 24*7 chat support & direct call services are provided to procure the sample report.