Esports Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032

Esports Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032


Esports Market size is projected to witness over 15% CAGR between 2024 and 2032 owing to the rapid expansion of digital media and the increasing popularity of online gaming among diverse age groups.

High-speed internet and advanced gaming technologies have made esports more accessible and engaging, drawing in a wide audience. The integration of esports into mainstream entertainment, from television broadcasts to major brand sponsorships, boosts its visibility and appeal, fueling growth in both viewership and participation. For instance, in July 2024, AFK Gaming launched the beta version of ‘AFK Gaming Insights,’ hailed as India’s inaugural premium analytics dashboard. This platform offers real-time data and analytics, aiding users, brands, and stakeholders in making informed decisions.

Organized competitive leagues, like the League of Legends Championship Series (LCS) and Overwatch League, offer structured platforms for high-level player and team competition. There has also been a notable surge in corporate sponsorships, advertising deals, and prize pools for not only adding financial incentives but also elevating the professional stature of esports athletes.

The overall industry is classified into streaming type, revenue streaming, gaming genre, and region.

Based on revenue streaming, the esports market size from the sponsorship segment is projected to observe a substantial CAGR through 2032. This surge is fueled by substantial financial injections, bolstering the visibility and legitimacy of esports events and teams. Recognizing the potential, major brands and corporations are increasingly diving into esports sponsorships, aiming to connect with the engaged and diverse gaming audience for lucrative marketing opportunities.

With respect to gaming genre, the esports market from the fighting games segment will expand exponentially between 2024 and 2032. This is attributed to its competitive essence and loyal fan base. Classics like Street Fighter,Tekken, and Mortal Kombat have cemented their status in competitive gaming, delivering intense matches that captivate large audiences and drive significant engagement.

Asia Pacific esports industry is anticipated to grow at a notable pace over 2024-2032 attributed to rapidly increasing internet penetration and the rising popularity of mobile gaming. Mobile esports titles, such as PUBG Mobile and Arena of Valor, have become particularly popular in attracting massive audiences and fostering a competitive gaming culture. Supportive government policies and investments, such as dedicated gaming arenas and training facilities, will further contribute to the regional market growth.


Chapter 1 Methodology and Scope
1.1 Market scope and definition
1.2 Base estimates and calculations
1.3 Forecast calculation
1.4 Data sources
1.4.1 Primary
1.4.2 Secondary
1.4.2.1 Paid sources
1.4.2.2 Public sources
Chapter 2 Executive Summary
2.1 Industry 360° synopsis, 2021 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Vendor matrix
3.3 Profit margin analysis
3.4 Technology and innovation landscape
3.5 Patent analysis
3.6 Key news and initiatives
3.7 Regulatory landscape
3.8 Impact forces
3.8.1 Growth drivers
3.8.1.1 Rising popularity and viewership
3.8.1.2 Increased media coverage
3.8.1.3 Professionalization and infrastructure development
3.8.1.4 Cross-industry collaborations
3.8.1.5 Youth engagement and cultural shift
3.8.2 Industry pitfalls and challenges
3.8.2.1 Sustainability and profitability
3.8.2.2 Regulatory and legal issues
3.9 Growth potential analysis
3.10 Porter’s analysis
3.10.1 Supplier power
3.10.2 Buyer power
3.10.3 Threat of new entrants
3.10.4 Threat of substitutes
3.10.5 Industry rivalry
3.11 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates and Forecast, By Streaming Type, 2021 - 2032 (USD Billion)
5.1 Live
5.2 Video-on-demand
Chapter 6 Market Estimates and Forecast, By Revenue Streaming, 2021 - 2032 (USD Billion)
6.1 Sponsorship
6.2 Advertising
6.3 Merchandise and tickets
6.4 Publisher fees
6.5 Media rights
6.6 Others
Chapter 7 Market Estimates and Forecast, By Gaming Genre, 2021 - 2032 (USD billion)
7.1 Real-time strategy games
7.2 First person shooter games
7.3 Fighting games
7.4 Multiplayer online battle arena games
7.5 Others
Chapter 8 Market Estimates and Forecast, By Region, 2021 - 2032 (USD Billion)
8.1 Key trends
8.2 North America
8.2.1 U.S.
8.2.2 Canada
8.3 Europe
8.3.1 UK
8.3.2 Germany
8.3.3 France
8.3.4 Italy
8.3.5 Spain
8.3.6 Rest of Europe
8.4 Asia Pacific
8.4.1 China
8.4.2 India
8.4.3 Japan
8.4.4 South Korea
8.4.5 ANZ
8.4.6 Rest of Asia Pacific
8.5 Latin America
8.5.1 Brazil
8.5.2 Mexico
8.5.3 Rest of Latin America
8.6 MEA
8.6.1 UAE
8.6.2 South Africa
8.6.3 Saudi Arabia
8.6.4 Rest of MEA
Chapter 9 Company Profiles
9.1 100 Thieves
9.2 Activision Publishing, Inc.
9.3 Caffeine
9.4 DLive Entertainment Pte. Ltd.
9.5 Electronic Arts Inc.
9.6 Esports Holding GmbH
9.7 Evil Geniuses
9.8 FaZe Clan
9.9 Fnatic Ltd.
9.10 Gameloft
9.11 Gfinity plc
9.12 HTC Corporation
9.13 Intel Corporation
9.14 Modern Times Group
9.15 Nintendo
9.16 NVIDIA Corporation
9.17 OPTIC Gaming
9.18 Riot Games, Inc.
9.19 SK Gaming
9.20 Sony Group Corporation
9.21 Tencent Holding Limited
9.22 TSM
9.23 Twitch Interactive, Inc.
9.24 Valve Corporation
9.25 X1 Entertainment Group
 

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