Global Esports Market (2022 to 2030)

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Global esports market

Global esports market

Global esports market

Dublin, July 22, 2022 (GLOBE NEWSWIRE) — The “Global Esports Market Size, Share & Trends Analysis Report by Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Region & Segment Forecast, 2022-2030” report has been added to from offer.

The global esports market size is expected to reach $12,494.3 million by 2030, registering a compound annual growth rate (CAGR) of 21.9% from 2022 to 2030. The growing use of mobile in Emerging countries, growing awareness of esports and rising popularity of video games are expected to fuel the market growth over the forecast period.

Consumers demand high-quality interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and games will influence the growth of the entire sports industry, including online streamers and low and big budget game developers. Growing investment from business partners and substantial growth in viewership has led to revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Additionally, growing partnerships, acquisitions, and mergers have forecast strong growth in the esports market.

Streaming platforms, such as Twitch, have attracted viewers by broadcasting esports and games. Esports tournaments have fascinated athletes and celebrities and captured the attention of large audiences. Additionally, esports and games make it easy to grab the attention of enthusiastic, young viewers who are hard to reach through traditional media channels. The ability to capture the attention of a young and enthusiastic audience has prompted many brands to invest in esports events in sponsorship and advertising. Investor interest has grown with the centralization of an Esports team, increased viewership and the introduction of a franchise-style league. Growing brand interest in esports teams to reach potential customers is expected to drive the market growth over the forecast period.

Apart from sponsorship, ticket sales and merchandise are key revenue segments driving the growth of the esports market. The franchisee is focused on hosting local events that include fans in stadiums, generating significant revenue, thereby contributing to the development of the esports market. The Esports apparel market has witnessed substantial growth owing to a growing fan base, league-level merchandise offerings, and increased retail presence.

Esports teams no longer have to rely on winning competitions as teams can independently sell their merchandise to their fans. For example, Ralph Lauren has teamed up as a apparel partner for G2 Esports. One of G2 Esports’ famous players, Martin ‘Rekkles’ Larsson, has been featured in Ralph Lauren’s Wimbledon campaign. G2 and Ralph Lauren have partnered on several campaigns and events and produced a range of digital activations on Twitch and TikTok.

Esports Market Report Highlights

  • The sponsorship segment held the largest share of esports market revenue in 2021, accounting for around 40.0%. Through sponsorships, brands can reach potential customers directly through online and offline media channels.

  • The media rights segment, which generates significant revenue, is expected to grow at the highest CAGR of over 23.0% during the forecast period. The many leagues, championships and events that usually take place on various streaming platforms are expected to generate considerable revenue from media rights.

  • The Asia-Pacific region is expected to gain significant market share over the forecast period. Countries like China and South Korea are expected to play a vital role in developing the esports ecosystem in the region.

Main topics covered:

Chapter 1. Market Segmentation and Scope

Chapter 2. Executive Summary and Market Overview

Chapter 3. Esports Industry Outlook, Trends and Scope
3.1 Market Overview
3.2 Esports-Market Size and Growth Prospects
3.3 Esports Value Chain Analysis
3.4 Esports Market Dynamics
3.4.1 Market Driver Analysis Increase in mobile usage in the gaming industry Increased number of tournaments and prize pool Franchise model: a big change in the esports industry
3.4.2 Market Restraint Analysis Cyberattacks Threats related to gambling and sports betting
3.4.3 Analysis of market opportunities Cloud gaming opens up new opportunities
3.4.4 Market Challenges Analysis Lack of standardization Infrastructure concerned
3.5 Esports-Penetration & Growth Prospect Mapping
3.6 Business environment analysis tools
3.6.1 Pest analysis
3.6.2 Porter’s Five Forces Analysis
3.7 Tencent Games: gaining the upper hand in the esports industry
3.8 Esports: a long-term business opportunity for brands
3.9 Major Esports Tournaments in Various Regions
3.9.1 The Americas
3.9.2 Europe
3.9.3 Asia-Pacific
3.9.4 Middle East and Africa

Chapter 4. Consumer Behavior Analysis
4.1 Esports Demographics
4.1.1 Gender
4.1.2 Age
4.2 Media consumption habits
4.2.1 Streaming Platform Analysis
4.3 Esports Audience Opportunity Analysis

Chapter 5. Esports Revenue Sources Outlook
5.1 Market Size Estimates & Forecasts and Trend Analysis, 2018 – 2030 (Revenue, Million USD)
5.2 Esports Market: Revenue Sources Movement Analysis
5.2.1 Sponsorship Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.2 Advertising Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.3 Goods and tickets Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.4 Publisher Fees Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.5 Media Rights Market estimates and forecast by region, 2018-2030 (USD Million)

Chapter 6. Regional Estimates and Trend Analysis

Chapter 7. Competitive Analysis
7.1 Global Key Players, Recent Developments and Their Impact on the Industry
7.2 Categorization of key companies (sponsorship, media rights and esports teams)
7.3 Key Company Analysis, 2021

Chapter 8. Competitive Landscape
8.1 Activision Blizzard, Inc.
8.1.1 Company Overview
8.1.2 Financial performance
8.1.3 Product Benchmarking
8.1.4 Recent developments
8.2 Electronic Arts Inc.
8.2.1 Company Overview
8.2.2 Financial performance
8.2.3 Product Benchmarking
8.2.4 Recent developments
8.3 Gameloft SE
8.3.1 Company Overview
8.3.2 Financial performance
8.3.3 Product Benchmarking
8.3.4 Recent developments
8.4 HTC Company
8.4.1 Company Overview
8.4.2 Financial performance
8.4.3 Product Benchmarking
8.4.4 Recent developments
8.5 Intel Corporation
8.5.1 Company Overview
8.5.2 Financial performance
8.5.3 Product Benchmarking
8.5.4 Recent developments
8.6 Modern Times Group (MTG)
8.6.1 Company Overview
8.6.2 Financial performance
8.6.3 Product Benchmarking
8.6.4 Recent developments
8.7 Nintendo of America Inc.
8.7.1 Company Overview
8.7.2 Financial performance
8.7.3 Product Benchmarking
8.7.4 Recent developments
8.8 NVIDIA Corporation
8.8.1 Company Overview
8.7.2 Financial performance
8.8.3 Product Benchmarking
8.8.4 Recent developments
8.9 Tencent Holdings Limited
8.9.1 Company Overview
8.9.2 Financial performance
8.9.3 Product Benchmarking
8.9.4 Recent developments
8.10 Valve Corporation
8.10.1 Company Overview
8.10.2 Financial performance
8.10.3 Product Benchmarking
8.10.4 Recent developments

For more information on this report, visit


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