E-Sports Market by Components (Platform, Service), Streaming Type (Live, On-demand), Revenue Stream, Device Type, Platform - Global Forecast 2024-2030

E-Sports Market by Components (Platform, Service), Streaming Type (Live, On-demand), Revenue Stream, Device Type, Platform - Global Forecast 2024-2030


The E-Sports Market size was estimated at USD 2.45 billion in 2023 and expected to reach USD 2.85 billion in 2024, at a CAGR 16.80% to reach USD 7.27 billion by 2030.

E-Sports, also known as Electronic Sports, refers to the competitive realm of video gaming, where individuals or teams compete against each other in organized multiplayer video game events. These competitions range from amateur local tournaments to professional leagues and international championships, with genres including real-time strategy games (RTS), first-person shooters (FPS), multiplayer online battle arenas (MOBA), and card games, among others. The rise of live-streaming platforms, advancements in gaming technology, and the increasing involvement of established sports franchises and corporate sponsors have bolstered the growth of e-sports. As a result, e-sports has transformed into a significant market within the entertainment industry, attracting millions of viewers globally and offering substantial prize pools for the participants. However, regulatory hurdles, concerns over player burnout and health, game integrity and cheating, and diversity and inclusion issues may pose challenges for the market. Nevertheless, leveraging emerging technologies, including virtual and augmented reality and integrating e-sports in educational institutions and curriculums, may provide an opportunistic view for the market.

Regional Insights

The e-sports industry has seen exponential growth in the Americas region, with the United States leading the charge. The proliferation of competitive gaming tournaments, substantial investments from traditional sports franchises, and the advent of collegiate e-sports programs signify the region's booming interest. Moreover, Latin American countries are rapidly catching up, aided by improving internet infrastructure and a vibrant gaming culture among the youth. The EMEA region exhibits diverse e-sports markets with varying degrees of maturity.

Western Europe, particularly Germany, the United Kingdom, and France, boasts a developed e-sports ecosystem with robust infrastructure and support systems. Eastern Europe and the Middle East are emerging as hotspots for e-sports talent, with the latter investing heavily in state-of-the-art venues and competitive events. Moreover, strategic partnerships and sponsorships from renowned brands promote sustainable growth and mainstream acceptance of e-sports in the region. APAC is the epicenter of the e-sports revolution, with powerhouse nations including China, South Korea, and Japan setting global benchmarks for e-sports excellence. High-speed internet access, government backing, and a deeply embedded gaming culture contribute to the region's dominance. With its youthful demographic and rising disposable incomes, Southeast Asia is an emerging market with huge potential for e-sports. Publishers and local governments in APAC are creating a supportive environment for e-sports by hosting prestigious international tournaments and fostering grassroots initiatives.

Market Insights

Market Dynamics

The market dynamics represent an ever-changing landscape of the E-Sports Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.

Market Drivers

Growing social acceptance of E-sports globally
Increase in the number of E-sports tournaments and their prize pools

Market Restraints

High cost associated with building and maintaining esports infrastructure

Market Opportunities

Increasing partnerships with traditional media and broadcasting companies
Technological advancements in gaming technology, VR/AR integration, and streaming platforms

Market Challenges

Varying regulations across different regions and countries for E-sports

Market Segmentation Analysis

Components: Increasing popularity of platform being foundation for competitive gaming
Streaming Type: Viewer preferences for live streaming owing to interactive and engaging experiences
Revenue Stream: dependency on digital advertising being significant source of income owing to extensive reach of online platforms
Platform: Proliferation through online distribution platforms owing to global accessibility and real-time interaction

Market Disruption Analysis

Porter’s Five Forces Analysis
Value Chain & Critical Path Analysis
Pricing Analysis
Technology Analysis
Patent Analysis
Trade Analysis
Regulatory Framework Analysis

FPNV Positioning Matrix

The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the E-Sports Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the E-Sports Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Recent Developments

Oxygen Esports Expands Partnership With Gamertech Ahead of The Commercial Launch Of Gamertech's Magma Glove

Oxygen Esports has augmented its collaborative efforts with GamerTech, a pioneering gaming technology firm. This expansion heralds the pre-commercial launch phase of GamerTech's innovative Magma Glove – an advanced gaming accessory designed to enhance the user experience through tactile feedback technology. With its promise to redefine gamers' immersion, the Magma Glove strategically positions Oxygen Esports and GamerTech at the forefront of technological progress in competitive gaming.

Saudi Crown Prince Launches Esports World Cup

Saudi Crown Prince unveiled plans for the inaugural Esports World Cup in Riyadh in the summer of 2024. This international event is anticipated to become a cornerstone in the esports calendar, attracting the world's elite gamers to compete on a prestigious stage. The Kingdom's commitment to cultivating a vibrant esports ecosystem is underscored by this announcement, which is expected to draw significant global attention and participation, positioning Saudi Arabia at the forefront of the rapidly growing esports industry.

Madhya Pradesh to Launch India’s First Esports Academy

Madhya Pradesh announced the establishment of India's inaugural e-Sports Academy. This initiative marks a significant commitment by the state government to nurture and develop talent within the burgeoning e-sports sector. The academy aims to provide gamers with professional training and state-of-the-art facilities, giving them a competitive edge nationally and globally. This development underscores the increasing recognition of e-sports as a legitimate career path and its potential for generating employment and driving innovation in the digital entertainment industry.

Strategy Analysis & Recommendation

The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the E-Sports Market. This critical assessment involves a thorough analysis of the organization’s resources, capabilities, and overall performance to identify its core strengths and areas for improvement.

Key Company Profiles

The report delves into recent significant developments in the E-Sports Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Activision Blizzard, Inc., Challengermode AB, Cloud9 Esports, Inc., Electronic Arts Inc., Esportal AB, FACE IT LIMITED, FanBuff Technology India Private Limited, Fnatic Ltd,, G ESPORTS HOLDING GMBH, Gameloft SE, Khiladi Adda by Techbeliever Technologies Private Limited, Nazara Technologies Limited, Nintendo Co., Ltd., NVIDIA Corporation, Stoughton Street Tech Labs Private Limited, TechnoXo Private Limited, Tencent Holding Limited, The ESL Gaming GmbH, and Valve Corporation.

Market Segmentation & Coverage

This research report categorizes the E-Sports Market to forecast the revenues and analyze trends in each of the following sub-markets:

Components
Platform
Service
Streaming Type
Live
On-demand
Revenue Stream
Digital Advertisement
Game Publisher Fee
Media Rights
Sponsorship
Tickets & Merchandise
Device Type
Desktop
Gaming console
Laptop
Smart TV
Smartphone
Tablets
Platform
Offline
Online
Region
Americas
Argentina
Brazil
Canada
Mexico
United States
California
Florida
Illinois
New York
Ohio
Pennsylvania
Texas
Asia-Pacific
Australia
China
India
Indonesia
Japan
Malaysia
Philippines
Singapore
South Korea
Taiwan
Thailand
Vietnam
Europe, Middle East & Africa
Denmark
Egypt
Finland
France
Germany
Israel
Italy
Netherlands
Nigeria
Norway
Poland
Qatar
Russia
Saudi Arabia
South Africa
Spain
Sweden
Switzerland
Turkey
United Arab Emirates
United Kingdom

Please Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Growing social acceptance of E-sports globally
5.1.1.2. Increase in the number of E-sports tournaments and their prize pools
5.1.2. Restraints
5.1.2.1. High cost associated with building and maintaining esports infrastructure
5.1.3. Opportunities
5.1.3.1. Increasing partnerships with traditional media and broadcasting companies
5.1.3.2. Technological advancements in gaming technology, VR/AR integration, and streaming platforms
5.1.4. Challenges
5.1.4.1. Varying regulations across different regions and countries for E-sports
5.2. Market Segmentation Analysis
5.2.1. Components: Increasing popularity of platform being foundation for competitive gaming
5.2.2. Streaming Type: Viewer preferences for live streaming owing to interactive and engaging experiences
5.2.3. Revenue Stream: dependency on digital advertising being significant source of income owing to extensive reach of online platforms
5.2.4. Platform: Proliferation through online distribution platforms owing to global accessibility and real-time interaction
5.3. Market Disruption Analysis
5.4. Porter’s Five Forces Analysis
5.4.1. Threat of New Entrants
5.4.2. Threat of Substitutes
5.4.3. Bargaining Power of Customers
5.4.4. Bargaining Power of Suppliers
5.4.5. Industry Rivalry
5.5. Value Chain & Critical Path Analysis
5.6. Pricing Analysis
5.7. Technology Analysis
5.8. Patent Analysis
5.9. Trade Analysis
5.10. Regulatory Framework Analysis
6. E-Sports Market, by Components
6.1. Introduction
6.2. Platform
6.3. Service
7. E-Sports Market, by Streaming Type
7.1. Introduction
7.2. Live
7.3. On-demand
8. E-Sports Market, by Revenue Stream
8.1. Introduction
8.2. Digital Advertisement
8.3. Game Publisher Fee
8.4. Media Rights
8.5. Sponsorship
8.6. Tickets & Merchandise
9. E-Sports Market, by Device Type
9.1. Introduction
9.2. Desktop
9.3. Gaming console
9.4. Laptop
9.5. Smart TV
9.6. Smartphone
9.7. Tablets
10. E-Sports Market, by Platform
10.1. Introduction
10.2. Offline
10.3. Online
11. Americas E-Sports Market
11.1. Introduction
11.2. Argentina
11.3. Brazil
11.4. Canada
11.5. Mexico
11.6. United States
12. Asia-Pacific E-Sports Market
12.1. Introduction
12.2. Australia
12.3. China
12.4. India
12.5. Indonesia
12.6. Japan
12.7. Malaysia
12.8. Philippines
12.9. Singapore
12.10. South Korea
12.11. Taiwan
12.12. Thailand
12.13. Vietnam
13. Europe, Middle East & Africa E-Sports Market
13.1. Introduction
13.2. Denmark
13.3. Egypt
13.4. Finland
13.5. France
13.6. Germany
13.7. Israel
13.8. Italy
13.9. Netherlands
13.10. Nigeria
13.11. Norway
13.12. Poland
13.13. Qatar
13.14. Russia
13.15. Saudi Arabia
13.16. South Africa
13.17. Spain
13.18. Sweden
13.19. Switzerland
13.20. Turkey
13.21. United Arab Emirates
13.22. United Kingdom
14. Competitive Landscape
14.1. Market Share Analysis, 2023
14.2. FPNV Positioning Matrix, 2023
14.3. Competitive Scenario Analysis
14.3.1. Oxygen Esports Expands Partnership With Gamertech Ahead of The Commercial Launch Of Gamertech's Magma Glove
14.3.2. Saudi Crown Prince Launches Esports World Cup
14.3.3. Madhya Pradesh to Launch India’s First Esports Academy
14.4. Strategy Analysis & Recommendation
15. Competitive Portfolio
15.1. Key Company Profiles
15.2. Key Product Portfolio

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