ID: MRFR/ICT/9757-HCR | 128 Pages | Author: Shubham Munde | September 2023
ESports Market Overview
ESports Market Size was valued at USD 1.2 Billion in 2022. The eSports market industry is projected to grow from USD 1.4 Billion in 2023 to USD 5.0 Billion by 2032, exhibiting a compound annual growth rate (CAGR) of 17.30% during the forecast period (2023 - 2032). Increased live streaming of games, significant investments, expanding audience reach, engagement initiatives, and infrastructure for league competitions are the market drivers affecting the industry growth.
Source: Secondary Research, Primary Research, MRFR Database and Analyst Review
Competent video gamers can participate in a developing sector called American e-motorsports. The U.S. e-motorsports includes competitions across a number of video games, much like traditional sports offer competitions in baseball, basketball, and football. As coronavirus-related restrictions take effect and keep millions of people at home while looking for new types of entertainment, the video game industry continues to experience an astounding increase in both income and attention from major media companies to the U.S. e-motorsports. However, nations are starting to look into ways to loosen prohibitions on working from home and to reopen sectors like the video game and American e-motorsports industries. The pandemic-induced conditions have allowed the video game industry's titans, such as Microsoft, Nintendo, Twitch, and Activision, to flourish. For instance, Microsoft announced in April 2020 that the number of Game Pass users had surpassed 10 million.
Microsoft reported a 130% increase in multiplayer interaction among these users between March and April 2020. Additionally, Twitch, the most widely used platform for streaming video games, saw 1.49 million gaming hours viewed in April 2020, an increase of 50% from March 2020. The U.S. e-motorsports market is driven by the rise in video game popularity.
After COVID-19, there is also a rise in global recognition of American e-motorsports. Over the following years, it is anticipated that U.S. e-motorsports will continue to develop. By 2024, it is estimated to have grown by over $1.4 million, with more than a third of income coming from North America as the continent grows more knowledgeable about and invested in U.S. e-motorsports events. The U.S. e-motorsports sector is anticipated to continue expanding even after the epidemic has passed, despite some possible lost spectators. The suspension of traditional sports competitions and broadcasting has increased global exposure for American e-motorsports. In order to fill the time slots left vacant by other sporting events, several TV networks are showing the U.S. e-motorsports competitions. Traditional sports enthusiasts are turning to U.S. e-motorsports for amusement.
There is still time for the market to attract lots of new customers who are predicted to keep their interest even after the outbreak. Sports organizations like the Premier League of Football, NASCAR, and others have started hosting virtual competitions in sports video games, where professional sportsmen compete against one another virtually rather than in person. View counts vary widely depending on the event, but they generally reflect the proportion of attendees at the actual event. The market is anticipated to be driven by this aspect internationally. Thus, driving the eSports market revenue.
The ESports Market segmentation, based on application includes platform, service. The platform segment dominated the market, accounting for 56.35% of market revenue. Gaming platforms are growing more powerful and are able to handle challenging and graphically appealing eSports games as hardware and software technologies progress. This draws both participants and observers, spurring market expansion.
Figure 1: ESports Market, by Application, 2022 & 2032 (USD Billion)
Source: Secondary Research, Primary Research, MRFR Database and Analyst Review
The ESports Market segmentation, based on streaming type, includes on demand, live. The live category generated the most income. The demand for live electronic sports events is projected to increase as the emphasis on fan participation increases. The demand for live electronic sports tournaments is also anticipated to increase with the increase in smartphone usage.
The ESports Market segmentation, based on device type, includes smart phone, smart TV, desktop -laptop-tablets, gaming console. The smart phone category generated the most income. Smartphone use is rapidly rising in developing countries for a number of reasons, including rising per capita income, cost affordability, the availability of various low-priced options with practical features, and others. This increases the demand for internet video and mobile gaming.
The ESports Market segmentation, based on revenue stream, includes media rights, game publisher fee, sponsorship, digital advertisement, tickets and merchandise. The media rights category generated the most income. Since 62% of Spanish viewers made eSports-related purchases in 2020, according to PayPal estimates, media corporations are investing in these sports.
By region, the study provides the market insights into North America, Europe, Asia-Pacific and Rest of the World. The North America ESports Market dominated this market in 2022 (45.80%). For many years, the area has consistently controlled the market. Due to the Overwatch League and the franchised North American League of Legends Championship Series (NA LCS), growth and investment are anticipated to continue. Further, the U.S. ESports market held the largest market share, and the Canada ESports market was the fastest growing market in the North America region.
Further, the major countries studied in the market report are The U.S., Canada, German, France, the UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil.
Figure 2: ESPORTS MARKET SHARE BY REGION 2022 (USD Billion)
Source: Secondary Research, Primary Research, MRFR Database and Analyst Review
Europe eSports market accounts for the second-largest market share. It is anticipated that the existence of a robust sports industry across European nations will open up profitable chances for market expansion for providers of electronic sports platforms. New gaming platforms are being sought after by many fans. Similar to this, numerous stakeholders are making sizable investments in the European gaming business due to the expanding gaming audience and increased return on investment. Further, the German eSports market held the largest market share, and the UK eSports market was the fastest growing market in the European region
The Asia-Pacific ESports Market is expected to grow at the fastest CAGR from 2023 to 2032. The expansion of esports in the area has been spurred by the rising number of internet users and mobile gamers. In 2003, China declared esports to be an official sport; since then, the market has offered the nation's esports operators professional jobs. Moreover, China’s eSports market held the largest market share, and the Indian eSports market was the fastest growing market in the Asia-Pacific region.
Leading market players are investing heavily in research and development in order to expand their product lines, which will help the eSports market, grow even more. Market participants are also undertaking a variety of strategic activities to expand their global footprint, with important market developments including new product launches, contractual agreements, mergers and acquisitions, higher investments, and collaboration with other organizations. To expand and survive in a more competitive and rising market climate, eSports industry must offer cost-effective items.
Manufacturing locally to minimize operational costs is one of the key business tactics used by manufacturers in the global eSports industry to benefit clients and increase the market sector. In recent years, the eSports industry has offered some of the most significant advantages to medicine. Major players in the eSports market, including CJ Corporation, Modern Times Group, Activision Blizzard, Inc., Electronic Arts, Gameloft SE, FACEIT, NVIDIA Corporation, Nintendo, Kabam, Gfinity, and others, are attempting to increase market demand by investing in research and development operations.
Internationally active mobile platform operator Modern Times Group MTG AB (MTG). Players from all over the world can choose from a wide variety of well-known game franchises. Its library includes a wide range of popular, long-running video game series, including Forge of Empires, Top Drives, Bloons, and Animation Throwdown, as well as interesting word games, such CrossWord Jam and WordTrip. In-app purchases, advertising, and partnerships with third-party distribution platforms are the company's main revenue sources. To build and market internet and mobile games, the company collaborates with game developers, publishers, and gaming communities. The corporation has operations in Germany, the United Kingdom, Singapore, India, the United States, and New Zealand. Stockholm, Sweden serves as the home base for MTG.
The company Electronic Arts Inc. (EA) sells video game software. Digital interactive video games are created, marketed, published, and distributed for use on video game systems and electronic consoles. On gaming consoles including the Microsoft Xbox, Apple App Store, Google Play Store, Sony PlayStation, and Nintendo WiiU, its video game software and content are usable. EA creates game applications for computers, tablets, smartphones, and the internet. Need for Speed, Battlefield, The Sims, Apex Legends, and Plants vs. Zombies are just a few of the brand names the firm uses to advertise its games. Additionally, it advertises using licensed trademarks including FIFA, Madden NFL, and Star Wars. The company uses retail and digital distribution channels to distribute its games and services. It operates in North America, Asia, and Europe. The US city of Redwood City serves as the headquarters of EA.
April 2023: In order to improve its capacity for providing AI-powered content to its clients, the video editing SaaS provider VideoVerse announced the acquisition of Reely.ai.
April 2023: The purchase of a 51% share in Branded, a Singaporean live media company, was announced by NODWIN Gaming. The company hopes to broaden its gaming and esports network among overseas sponsors through this acquisition.
February 2023: To grow in the esports industry, Vodafone Idea and Gamerji forged a strategic relationship. The businesses provide a variety of game genres, including cricket, action role-playing, battle games, and more.
Report Attribute/Metric | Details |
Market Size 2022 | USD 1.2 Billion |
Market Size 2023 | USD 1.4 Billion |
Market Size 2032 | USD 5.0 Billion |
Compound Annual Growth Rate (CAGR) | 17.30% (2023-2032) |
Base Year | 2022 |
Market Forecast Period | 2023-2032 |
Historical Data | 2018- 2022 |
Market Forecast Units | Value (USD Billion) |
Report Coverage | Revenue Forecast, Market Competitive Landscape, Growth Factors, and Trends |
Segments Covered | Application, Streaming type, Device Type, Revenue Stream, and Region |
Geographies Covered | North America, Europe, Asia Pacific, and the Rest of the World |
Countries Covered | The U.S., Canada, German, France, UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil |
Key Companies Profiled | CJ Corporation, Modern Times Group, Activision Blizzard, Inc., Electronic Arts, Gameloft SE, FACEIT, NVIDIA Corporation, Nintendo, Kabam, Gfinity |
Key Market Opportunities | Growing Popularity and Audience |
Key Market Dynamics | Investment and Sponsorship |
The ESports Market size was valued at USD 1.2 Billion in 2022.
The global market is projected to grow at a CAGR of 17.30% during the forecast period, 2023-2032.
North America had the largest share in the global market
The key players in the market are CJ Corporation, Modern Times Group, Activision Blizzard, Inc., Electronic Arts, Gameloft SE, FACEIT, NVIDIA Corporation, Nintendo, Kabam, Gfinity.
The Platform category dominated the market in 2022.
The Live had the largest share in the global market.
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