Global Esports Market Size Envisioned at USD 6.802 Billion by 2030, increasing a CAGR of 21.11% | Gaming Revolution

[204 + Pages Research Study] According to a market research study published by Zion Market Research, the demand analysis of Global Esports Market size & share revenue was valued at around USD 1.47 billion in 2022 and is estimated to grow about USD 6.802 billion by 2030, at a CAGR of approximately 21.11% between 2023 and 2030. The key market players are listed in the report with their sales, revenues and strategies are Activision Blizzard, Electronic Arts (EA), Tencent Holdings, Riot Games, Valve Corporation, Ubisoft, Take-Two Interactive, Team Liquid, Cloud9, Fnatic, Complexity Gaming, Gameloft SE, NVIDIA Corporation, Nintendo of America IncG2 Esports, Natus Vincere (Na’Vi), FaZe Clan, Counter Logic Gaming (CLG), Immortals Gaming Club, Envy Gaming, Gen.G Esports, T1 Entertainment & Sports, Virtus.pro, among others.

New York, NY, Aug. 17, 2023 (GLOBE NEWSWIRE) — Zion Market Research has published a new research report titled “Esports Market By Revenue Resource (Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, Tickets, And Merchandise), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2023 – 2030” in its research database.

“According to the latest research study, the demand of global Esports Market size & share in terms of revenue was valued at USD 1.47 billion in 2022 and it is expected to surpass around USD 6.802 billion mark by 2030, growing at a compound annual growth rate (CAGR) of approximately 21.11% during the forecast period 2023 to 2030.”

What are Esports? How big is the Esports Industry?

Esports Report Coverage & Overview:

The upward trajectory of live game streaming, investments in the gaming sector, increasing viewership, ticket sales, heightened engagement, and the demand for robust league tournament infrastructure collectively drive the growth of the esports market. This market is capitalizing on expanding revenue avenues due to heightened involvement from gamers, organizers, influencers, and game developers. The allure of substantial international prize money and the potential for significant earnings have transformed eSports into a professional career pathway for young individuals. Furthermore, academic institutions are now introducing specialized programs aimed at nurturing gaming skills among students.

Click Here To Access a Free Sample Report of the Global Esports Market @ http://www.zionmarketresearch.com/sample/esports-market

(A free sample of this report is available upon request; please contact us for more information.)

Our Free Sample Report Consists of the Following:

  • Introduction, Overview, and in-depth industry analysis are all included in the 2023 updated report.
  • The COVID-19 Pandemic Outbreak Impact Analysis is included in the package
  • About 204+ Pages Research Report (Including Recent Research)
  • Provide detailed chapter-by-chapter guidance on the Request
  • Updated Regional Analysis with Graphical Representation of Size, Share, and Trends for the Year 2023
  • Includes Tables and figures have been updated
  • The most recent version of the report includes the Top Market Players, their Business Strategies, Sales Volume, and Revenue Analysis
  • Zion Market Research research methodology

(Please note that the sample of this report has been modified to include the COVID-19 impact study prior to delivery.)

Global Esports Market: Growth Dynamics

The surge in user engagement and expanded audience reach has propelled the global esports market forward. The increasing fascination with live-streamed gaming content has prompted developers to create more captivating games. The growing infrastructure for league tournaments is a dominant force in the market, as the rising popularity of such tournaments encourages investments in advanced esports infrastructure to enhance user experiences. This investment potential within the sector has attracted professional investors aiming to secure future profits.

Numerous developed countries are experiencing notable advancements in gaming technology. Coupled with easy access to technology and widespread smartphone usage, entertainment preferences are gradually shifting. The outbreak of Covid-19 has further accelerated the global esports market and shifted people’s preferences towards live-streaming games during periods of lockdown. This period has witnessed a significant surge in industry statistics.

Directly Purchase a copy of the report with TOC @ http://www.zionmarketresearch.com/prebook/su/esports-market

Report Scope

Report Attribute Details
Market Size in 2022 USD 1.47 billion
Projected Market Size in 2030 USD 6.802 billion
CAGR Growth Rate 21.11% CAGR
Base Year 2022
Forecast Years 2023-2030
Key Market Players Activision Blizzard, Electronic Arts (EA), Tencent Holdings, Riot Games, Valve Corporation, Ubisoft, Take-Two Interactive, Team Liquid, Cloud9, Fnatic, Complexity Gaming, Gameloft SE, NVIDIA Corporation, Nintendo of America IncG2 Esports, Natus Vincere (Na’Vi), FaZe Clan, Counter Logic Gaming (CLG), Immortals Gaming Club, Envy Gaming, Gen.G Esports, T1 Entertainment & Sports, Virtus.pro, among others.
Key Segment By Streaming Type, By Revenue Resource, By Gaming Genre, And By Region
Major Regions Covered North America, Europe, Asia Pacific, Latin America, and the Middle East &, Africa
Purchase Options Request customized purchase options to meet your research needs. Explore purchase options

Esports Market: Segmentation Analysis

The global esports market is segmented based on streaming type, revenue sources, gaming genre, and regions.

When live streaming and video-on-demand are considered separately as types of streaming, the industry can be broken down into two distinct subcategories. During the time under consideration, it is projected that the live-streaming market will maintain a preeminent position. The demand for live electronic sports events is expected to increase as a result of the growing focus placed on fan engagement. In addition, the rise in the number of people using smartphones is likely to increase people’s desire to watch live competitions in electronic sports. During the same time period, it is anticipated that the video-on-demand market would go through a phase of significant expansion. This is due to the rising demand for entertainment that can be enjoyed in the comfort of one’s own home. The video-on-demand sector of the electronic sports industry is well positioned for major growth as a result of the rising audience for over-the-top (OTT) platforms, which provide access to games at any time of the day or night.

Regarding revenue sources, the market is categorized into sponsorship, ticketing & merchandising, advertising, publisher fees, and media rights. The sponsorship segment is vigorously competing for a share in the global esports market. It offers brands the opportunity to connect with audiences through both offline and online channels within the global esports arena. Esteemed brands have partnered with and sponsored esports teams and leagues, proving such collaborations to be astute investments that capture market share and bolster brand awareness among the audience. This sponsorship landscape has unveiled a new realm of investment possibilities within the esports industry.

Media rights hold a significant portion of the market share and are projected to exhibit robust growth at a high Compound Annual Growth Rate (CAGR). With advanced communication technology, fans can access live-streamed esports events from around the world. Media organizations make substantial investments to secure exclusive rights for broadcasting live-streamed esports games.

While ticketing and merchandising contribute a smaller portion to the global esports market, this sector has been affected due to the prevalence of live streaming. Unlike other segments within the esports industry, the ticketing sector hasn’t flourished as much, primarily due to the availability of live streaming options.

The global Esports market is segmented as follows:

By Types of Streaming

  • Live
  • Video-on-demand

By Revenue Resource

  • Media Rights
  • Game Publisher Fee
  • Sponsorship
  • Digital Advertisement
  • Tickets
  • Merchandise

By Gaming Genre

  • Real-time strategy games
  • First person shooter games
  • Fighting games
  • Multiplayer online battle arena games
  • Mass multiplayer online role-playing games
  • and others

Browse the full “Esports Market By Revenue Resource (Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, Tickets, And Merchandise), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2023 – 2030” Report at http://www.zionmarketresearch.com/report/esports-market

Competitive Landscape

Many of the most important market participants have stellar track records in the development of intellectual esports games like World of Warcraft, FIFA, Starcraft, and Candy Crush Saga, amongst others. The international esports business is highly competitive, and there have been a number of mergers and acquisitions over the past few years. Tencent Holdings Limited was recognised as a leader in the esports market and has made significant investments in a variety of businesses, including Epic Games, Inc., Kakao Corp., and Overwatch League.

Some of the main competitors dominating the global Esports market include – 

  • Activision Blizzard
  • Electronic Arts (EA)
  • Tencent Holdings
  • Riot Games
  • Valve Corporation
  • Ubisoft
  • Take-Two Interactive
  • Team Liquid
  • Cloud9
  • Fnatic
  • Complexity Gaming
  • Gameloft SE
  • NVIDIA Corporation
  • Nintendo of America IncG2 Esports
  • Natus Vincere (Na’Vi)
  • FaZe Clan
  • Counter Logic Gaming (CLG)
  • Immortals Gaming Club
  • Envy Gaming
  • Gen.G Esports
  • T1 Entertainment & Sports
  • Virtus.pro

Key Insights from Primary Research:

  • According to the analysis shared by our research forecaster, the Esports market is likely to expand at a CAGR of around 21.11% during the forecast period (2023-2030).                                                       
  • In terms of revenue, the Esports market size was valued at around US$ 1.47 billion in 2022 and is projected to reach US$ 6.802 billion by 2030.
  • Based on streaming type, the Live subsegment was predicted to show maximum market share in the year 2022.
  • Based on Revenue sources, Anticipated throughout the forecast period, the media rights segment is forecasted to secure the most substantial market share.
  • On the basis of region, North America holds a larger market share

Have Any Query? Ask Our Experts: http://www.zionmarketresearch.com/inquiry/esports-market

Key questions answered in this report:

  • What is the market size and growth rate forecast for Esports industry?
  • What are the main driving factors propelling the Esports Market forward?
  • What are the leading companies in the Esports Industry?
  • What segments does the Esports Market cover?
  • How can I receive a free copy of the Esports Market sample report and company profiles?

Key Offerings:

  • Market Size & Forecast by Revenue | 2023−2030
  • Market Dynamics – Leading Trends, Growth Drivers, Restraints, and Investment Opportunities
  • Market Segmentation – A detailed analysis By Streaming Type, By Revenue Resource, By Gaming Genre, And By Region
  • Competitive Landscape – Top Key Vendors and Other Prominent Vendors

Request for Customization on this Report as per your requirements – http://www.zionmarketresearch.com/custom/5389

(We tailor your report to meet your specific research requirements. Inquire with our sales team about customising your report.)

Regional Analysis:

North America boasts a significant market share, led by the United States, which holds the dominant position. The presence of several franchised leagues established within the US has been instrumental in fostering the growth of the esports industry, and the market is poised for expedited expansion in the upcoming years.

The burgeoning gaming landscape in the Asia Pacific region is anticipated to assert its dominance over the global esports market in the near future. China’s official recognition of esports games as a sport has sparked a widespread interest in the industry, leading to significant momentum. Numerous companies in China are actively recruiting professionals to fuel the development of esports within the nation. Meanwhile, South Korea has gained prominence for its esports games and has provided a robust infrastructure for developers to nurture the esports industry. Collaborations between South Korea and various esports companies have been instrumental in propelling the industry within the region. Notably, SK Telecom Co. Ltd’s partnership with Comcast Corporation stands as a prime example of such collaborative efforts to develop the esports sector.

The Asia Pacific region is poised to demonstrate the most robust Compound Annual Growth Rate (CAGR) over the forecast period. Countries like China, Japan, and India are expected to witness substantial demand due to the rapid adoption of digital platforms for sports-related entertainment. Similarly, South Korea presents an attractive opportunity for market players to expand their operations, driven by the increasing number of gaming enthusiasts. The expansive potential within the gaming and entertainment industry across the Asia Pacific region has led to a surge in demand for electronic sports.

In Europe, the presence of a thriving sports market sets the stage for promising expansion opportunities for electronic sports platform providers. A multitude of fans are seeking new gaming platforms, while numerous stakeholders are making significant investments in this sector across Europe due to the burgeoning gaming audience and favorable returns on investment.

With a significant population keen on sports, South America is projected to experience market expansion. This trend has prompted various brands and sports companies to invest in South American countries, such as Cooler Master and Logitech collaborating with sports organizations in Argentina. These strategic initiatives are poised to propel market growth within the region.

By Region

  • North America
    • U.S.
    • Canada
    • Rest of North America
  • Europe
    • France
    • UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Rest of Asia Pacific
  • The Middle East & Africa
    • Saudi Arabia
    • South Africa
    • Rest of the Middle East & Africa
  • Latin America
    • Brazil
    • Argentina
    • Rest of Latin America

Recent Developments

In March 2023, Syracuse University, situated in the United States, unveiled its plans to introduce a novel degree program centered around electronic sports. The university’s aspiration in creating this program is to establish higher benchmarks of excellence for emerging practices and technologies within the field.

In April 2021, Gameloft formed a partnership with ESL Gaming, a German company specializing in electronic sports production and organization. The primary objective of this collaboration was to enhance the sponsorship solutions for mobile electronic sports.

To know an additional revised 2023 list of market players, request a brochure of the report: http://www.zionmarketresearch.com/requestbrochure/esports-market

Browse Other Related Research Reports from Zion Market Research:

Global Office Chairs Market By Product Type (Cloth Office Chair, Leather Office Chair, And PU Office Chair), By Application (Enterprise Procurement, Government Procurement, School Procurement, And Individual Procurement), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-office-chairs-market

Global Porta Potti Market By Type (10-15L, 16-20L, And Above 20L), By Application (Campsite, Hospital, And Transportation), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-porta-potti-market

Nicotine Replacement Therapy Market By Product (Inhalers, Gum, Transdermal Patches, Sublingual Tablets, Lozenges, E-Cigarettes, And Heat-Not-Burn Tobacco Products), By Distribution Channel (Offline And Online), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/nicotine-replacement-therapy-market

Global Raised Access Floor Market By Type (Steel Encapsulated, Calcium Sulphate Board, Aluminum Board, Chipboard Encapsulated, And Others), By Application (Data Center, Commercial Office Space, Nonprofit Management, And Others), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-raised-access-floor-market

Global Rotary Kiln Market By Type (Cement Kiln, Lime Kiln, And Metallurgy Kiln), By Application (Cement, Metallurgy, Chemical, And Others), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-rotary-kiln-market

Global Smart Toilet Market By Application (Residential And Commercial), By Distribution Channel (Online And Offline), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-smart-toilet-market

Global Battery Chargers Market By Technology (Smart, Solar, And Conventional), By Application (Vehicles, Electronic Products, Industrial Machinery, And Others), By Product Type (Wireless And Wired), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-battery-chargers-market

Global Potato Granules Market By Application (Bakery Products, Snacks, Potato Products, And Soups & Sauces), By Product (Conventional Potato Granules And Organic Potato Granules), By Packaging (Bulk Packaging And Retail Packaging), By Distribution Channel (Convenience Stores, Supermarkets, And Online Retailers), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-potato-granules-market

Global Syringe Labels Market By End-Use (Hospitals, Laboratories, Pharmaceutical Companies, Research Organization, Clinics, And Others), By Material (Synthetic, Paper, And Polyester), By Size (12 X 15 Mm, 13 X 80 Mm, 50 X 30 Mm, And Others), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-syringe-labels-market

Global B2B Payments Platform Market By Payment Mode (Digital And Traditional), By Industry (IT & Telecom, Manufacturing, Metals & Mining, BFSI, And Energy & Utilities), By Enterprise Size (Large-Scale Business And SMEs), By Payment Type (Cross-Border Payments And Domestic Payments), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-b2b-payments-platform-market

Global Crypto Trading Platforms Market By Cryptocurrency Type (Ethereum, Bitcoin, Solanda, Cardano, And Others), By End-User (Credit Unions, Fintech Companies, Banks, And Others), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-crypto-trading-platforms-market

Global Distributed Cloud Market By Application (Fog/Edge Computing, Volunteer Cloud, And Public Resource Computing), By Enterprise Size (Large Scale Enterprises And SMEs), By Industry (IT & Telecom, BFSI, Government, Retail, Education, And E-Commerce), By Service Type (Networking, Data Security, And Data Storage), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-distributed-cloud-market

Global Fintech-As-A-Service Platform Market Segmentation By Technology (Artificial Intelligence, And Blockchain), By End-Use (Investment Banking, Retail Banking, Insurance, Stock Trading Firms, Hedge Funds, And Others), By Type (Fund Transfer, Payments, Personal Loans, Personal Finance, And Others), By Application (Compliance And Regulatory Support, KYC Verification, And Fraud Monitoring) And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/global-fintech-as-a-service-platform-market

IT-Enabled Healthcare Market By Type (Software And Services), By End-User (Public/Private Healthcare Institutions, Physicians, Healthcare Workers, And Others), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/it-enabled-healthcare-market

Single-Use Bioreactors Market By Product [Single-Use Bioreactor Systems, Single-Use Media Bags, Single-Use Filtration Assemblies, And Other Products (Single-Use Vessels, Tubing And Connectors, Samplers, And Probes/Sensor, And Others)], By Type [Stirred-Tank SUBs, Wave-Induced SUBs, Bubble-Column SUBs, And Other SUBs (Hybrid Bioreactors And SUBs With Vertically Perforated Discs)], By Type Of Cell [Mammalian Cells, Bacterial Cells, Yeast Cells, And Other Cells (Insect And Plant Cells)], By Molecule Type [Monoclonal Antibodies, Vaccines, Gene-Modified Cells, Stem Cells, And Other Molecules (Recombinant Proteins Including Growth Factors & Interferons, Antisense, RNA Interference And Others)], By Application (Research And Development (R&D), Process Development, And Bioproduction), By End User (Pharmaceutical & Biopharmaceutical Companies, By CROs & CMOs (Academic & Research Institutes), And By Region-Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data And Forecasts 2022 – 2028: http://www.zionmarketresearch.com/report/single-use-bioreactors-market

About Zion Market Research:

Zion Market Research is a leading market research organization offering industry expertise and scrupulous consulting services to clients for their business development. The reports and services offered by Zion Market Research are used by prestigious academic institutions, start-ups, and companies globally to measure and understand the changing international and regional business backgrounds.

Our client’s/customer’s conviction on our solutions and services has pushed us in delivering always the best. Our advanced research solutions have helped them in appropriate decision-making and guidance for strategies to expand their business.

Follow Us on LinkedIn: http://www.linkedin.com/company/zion-market-research/

Follow Us on Twitter: http://twitter.com/zion_research

Follow Us on Facebook: http://www.facebook.com/zionmarketresearch

Follow Us on Pinterest: http://www.pinterest.com/zionmarketresearch/

Follow Us on YouTube: http://youtu.be/Y0Yfi7N8zSs

Contact Us:

Zion Market Research
USA/Canada Toll Free: 1 (855) 465-4651
Newark: 1 (302) 444-0166
India: +91 7768 006 007, +91 7768 006 008
Skype no: +13479038971, +17187054574
Skype no. United Kingdom: +442032894158

Web: http://www.zionmarketresearch.com/

Blog: http://zmrblog.com/

Still, Looking for More Information? OR Want Data for Inclusion in Magazine, Case Study, or Media?

Email Directly Here with Detail Information: sales@zionmarketresearch.com

Previous post Rivalry to Report Second Quarter 2023 Results on August 29
Next post Home Shopping Market Size & Share Analysis – Growth Trends & Forecasts (2023 – 2028)
Exit mobile version