eSports Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032
Growth Factors of eSports Market
The eSports market size was valued at USD 1.72 billion in 2023, and the market is now projected to grow from USD 2.06 billion in 2024 to USD 9.29 billion by 2032, exhibiting a CAGR of 20.7% during the forecast period of 2023-2030.
The COVID-19 outbreak fueled the demand for online gaming and person interplay with multiplayer games. Gaming businesses’ sales witnessed a massive upward thrust in the course of this period as several individuals became to digital sports activities for amusement. Additionally, as social distancing norms reduced enterprise and purchaser activity substantially, gaming presented an attractive distraction for humans seeking out social interaction at domestic.
Constant improvements in era internationally have forced people to depend upon smartphones, high-tech gadgets, and the internet. With many people interested in playing video video games, video gaming groups have adopted a routine revenue version in recent years. Additionally, online game tournaments, digital fact products, and consumer spending on video content are experiencing fantastic increase globally because of the creation of advanced technologies. This outcomes in eSports market growth.
This marketplace earns its revenue from commercials which are aimed toward digital sports visitors, which consist of ads displayed in the course of live streams on on-line systems or electronic sports TV. Advertising is probable to generate good sized eSports market revenue within the coming years due to increasing viewership on on-line platforms including YouTube and Twitch.
Comprehensive Analysis of eSports Market
The eSports market is rising at an exponential charge due to its marketplace segmentation. Based on streaming type, the market is bifurcated into video-on-demand and live. Based on revenue streaming, the market is segmented into game publisher fees, advertisement, sponsorship, media rights, ticket & merchandise, and others. Based on gaming genre, the market is classified into mass multiplayer online role-playing games, first person shooter games, fighting games, multiplayer online battle arena games, real-time strategy games, and others.
North America has the largest eSports market share. The region has a substantial variety of online gamers this is predicted to force the market growth. The main businesses in the vicinity are Activision Blizzard, Inc., Riot Games, Inc., X1 Esports and Entertainment Ltd., and others. These organizations are investing heavily in studies & development sports to obtain a competitive area and fulfill customer desires.
The top players in the market play a crucial role in the eSports industry assuring industrial prospectus growth and setting market standards. These players include, Sony Corporation (Japan), Twitch Interactive, Inc. (U.S.), Tencent Holdings Limited (China), Activision Blizzard, Inc. (U.S.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), Caffeine (U.S.), and DLive Entertainment Pte. Ltd. (U.S.).
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Segmentation Table
Attribute Details
Study Period 2019-2032
Base Year 2023
Estimated Year 2024
Forecast Period 2024-2032
Historical Period 2019-2022
Growth Rate CAGR of 20.7% from 2024 to 2032
Unit Value (USD Billion)
Segmentation By Streaming Type
Live
Video-on-demand
By Revenue Streaming
Media Rights
Advertisement
Sponsorship
Ticket & Merchandise
Game Publisher Fees
Others (In-app Purchase and Others)
By Gaming Genre
Real-time Strategy Games
First Person Shooter Games
Fighting Games
Multiplayer Online Battle Arena Games
Mass Multiplayer Online Role-playing Games
Others (Racing and eSports Simulators and Others)
By Region
North America (By Streaming Type, By Revenue Streaming, By Gaming Genre, and By Country)
- U.S. (Revenue Streaming)
- Canada (Revenue Streaming)
- Mexico (Revenue Streaming)
South America (By Streaming Type, By Revenue Streaming, By Gaming Genre, and By Country)
- Brazil (Revenue Streaming)
- Argentina (Revenue Streaming)
- Rest of South America
Europe (By Streaming Type, By Revenue Streaming, By Gaming Genre, and By Country)
- U.K. (Revenue Streaming)
- Germany (Revenue Streaming)
- France (Revenue Streaming)
- Italy (Revenue Streaming)
- Spain (Revenue Streaming)
- Russia (Revenue Streaming)
- Benelux (Revenue Streaming)
- Nordics (Revenue Streaming)
- Rest of Europe
Middle East & Africa (By Streaming Type, By Revenue Streaming, By Gaming Genre, and By Country)
- Turkey (Revenue Streaming)
- Israel (Revenue Streaming)
- GCC (Revenue Streaming)
- South Africa (Revenue Streaming)
- North Africa (Revenue Streaming)
- Rest of the Middle East & Africa
Asia Pacific (By Streaming Type, By Revenue Streaming, By Gaming Genre, and By Country)
- China (Revenue Streaming)
- India (Revenue Streaming)
- Japan (Revenue Streaming)
- South Korea (Revenue Streaming)
- ASEAN (Revenue Streaming)
- Oceania (Revenue Streaming)
- Rest of Asia Pacific
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