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Esports Market (Streaming Type - On Demand, and Live; Revenue Stream - Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, and Tickets and Merchandise; Device Type - Smart Phone, Smart Tv, Desktop -laptop-tablets, and Gaming Console): Global Industry Analysis, Trends, Size, Share and Forecasts to 2027

Esports Market (Streaming Type - On Demand, and Live; Revenue Stream - Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, and Tickets and Merchandise; Device Type - Smart Phone, Smart Tv, Desktop -laptop-tablets, and Gaming Console): Global Industry Analysis, Trends, Size, Share and Forecasts to 2027

Report Code: ICT003092 Category: Electronics, ICT and Semiconductors Published: April, 2022

A recent report published by Infinium Global Research on the esports market provides an in-depth analysis of segments and sub-segments in the global as well as regional esports market. The study also highlights the impact of drivers, restraints, and macro indicators on the global and regional esports market over the short term as well as the long term. The report is a comprehensive presentation of trends, forecasts, and dollar values of the global esports market. According to the report, the global esports market is projected to grow at a CAGR of 23.66% over the forecast period of 2021-2027. 

Market Insight

The global esports market growing from nearly USD 1376.4 million in 2021 to about USD 4921.3 million in 2027. The global esports market is projected to grow with a CAGR of 23.66% during 2021-2027. A kind of online sport in which two or more competitors compete using online video games in a multiplayer environment is known as esports. Electronic marks (Esports) are the same as traditional sports despite that these are the competitive tournaments organized for video game players. It provides an experience of viewing a professional sports event to the audience by watching video gamers compete against each other. Furthermore, in esports, the skill and professionalism of players is the most important factor since it comprises competitive leagues and tournaments. Moreover, sponsorships and advertisements, tickets and merchandise, and media rights are the prime revenue generators of esports. Additionally, many companies are investing in the esports industry; hence sponsorships play a vital role in the esports business. The export market is expanding with an increase in players' wages; therefore, there is a need for the introduction of new sponsors in the industry, which can predict the future of esports.

 

Esports Market


Some of the key driving factors of the esports market are increasing audience reach and engagement activities, formidable investments, rising live streaming of games, improving infrastructure for the league tournaments, and others. There are lucrative opportunities for game developers, gamers, influencers, and event organizers in the esports industry, created by professionalization in the industry. Furthermore, millions of people consider esports a professional career due to the increased popularity of gaming tournaments, impressive international prize pools, streaming revenues, and one-to-one sponsorships. Additionally, growing awareness about esports and the increasing popularity of video games are other prime factors propelling the market’s growth over the forecast period. On the other hand, due to rising popularity, some betting of gambling activities have been seen in the export industries. As gambling or betting is banned in many countries, such actions can hinder the market’s growth over the forecast period. Nevertheless, there is a long-term investment opportunity for esport investors due to the increasing number of events with large pool prizes. Hence, this becomes lucrative opportunities for the esports market over the forecast period.

North America is the dominating region of the esports market, and it has captured an enormous amount of share that is 39% in 2019. The area is also expected to dominate the market in the future due to PC gaming serving a more niche group of consumers. The investment and growth of the esports market are also likely to increase in the region with the franchised North America League of Legends Championship Series (NA LCS) and Overwatch League. In the U.S., game developers, players, leagues, Tv networks, and streaming platforms all are involved in the esport business; hence esport became a multimillion-dollar business in the U.S. Furthermore, due to the growing penetration of mobile gaming and internet usage, Asia Pacific is expected to dominate the market over the forecast period. For instance, in 2003, China declared esports an official sport, and after 13 years, it was announced as a national industry providing esports operators and professionals jobs in the country. Moreover, many countries like China, India, and South Korea support the esport developments in their lands; hence, these regions are expected to grow significantly during the forecast period. 

Segment Covered

The report on the global esports market covers segments such as streaming type, revenue stream, and device type. On the basis of streaming type, the sub-markets include on demand, and live. On the basis of revenue stream, the sub-markets include media rights, game publisher fee, sponsorship, digital advertisement, and tickets and merchandise. On the basis of device type, the sub-markets include smartphone, smart  Tv, desktop -laptop-tablets, and gaming console. 

Companies Profiled:

The report provides profiles of the companies in the market such as Activision Blizzard, Inc., Valve Corporation, Tencent Holding Limited, Electronic Arts Inc., Gameloft SE, Nintendo of America Inc., and NVIDIA Corporation. 

Report Highlights:

The report provides deep insights into the demand forecasts, market trends, and micro and macro indicators. In addition, this report provides insights into the factors that are driving and restraining the growth in this market. Moreover, The IGR-Growth Matrix analysis given in the report brings an insight into the investment areas that existing or new market players can consider. The report provides insights into the market using analytical tools such as Porter's five forces analysis and DRO analysis of the esports market. Moreover, the study highlights current market trends and provides forecasts from 2021-2027. We also have highlighted future trends in the market that will affect the demand during the forecast period. Moreover, the competitive analysis given in each regional market brings an insight into the market share of the leading players.


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