eSports Market to Be Worth $9.1 Billion by 2031--Exclusive Report by Meticulous Research®

REDDING, Calif., Nov. 20, 2024 /PRNewswire/ -- According to a new market research report titled, 'Global eSports Market by Revenue Model (Sponsorships, Media & Broadcasting Rights), Streaming (Live, On-demand), Genre (Real-time Strategy, Multiplayer Online Battle Arena, Others), Platform (PCs, Mobile Platforms) & Geography--Forecasts to 2031,

The eSports market is anticipated to reach $9.1 billion by 2031, at a CAGR of 21.8% from 2024 to 2031.

eSports, short for electronic sports, is a form of competitive gaming where players or teams compete in video games at a professional level. These competitions are typically organized into leagues, tournaments, and events, attracting both online and offline audiences. The eSports industry generates revenue through various channels, including sponsorships, advertising, media rights, ticket sales, and merchandise. It also provides opportunities to target specific demographics, engage audiences interactively, and achieve significant brand exposure through sponsorships. eSports encompasses a wide range of genres, including real-time strategy (RTS), first-person shooters (FPS), multiplayer online battle arenas (MOBA), and sports simulation games.

The growth of this market is driven by the rising interest in eSports tournaments and events and the ease of entry for new players. However, the low awareness of eSports restrains this growth.

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Moreover, sponsorships and partnership opportunities for eSports organizations and initiatives aimed at professionalizing eSports are expected to offer growth opportunities for market stakeholders. However, the limited professional prospects for eSports teams in emerging markets pose a significant challenge to the market's growth.

Furthermore, the rising interest in mobile gaming and the increase in content streaming among eSports professionals are significant trends within this market.

Key Players:

Some of the key players operating in the eSports market are TaKeTV GmbH (Germany), Activision Blizzard, Inc. (U.S.), Nintendo of America Inc. (U.S.), Sony Interactive Entertainment Inc. (U.S.), Take-Two Interactive Software, Inc. (U.S.), Gfinity PLC (U.K), Tencent Holdings Limited (China), Electronic Arts Inc. (U.S.), ESL Gaming GmbH (Germany), NODWIN Gaming Pvt Ltd. (India), Garena Online Private Limited (Singapore), Kafu Games (Saudi Arabia), HUYA Inc. (China), Gameloft SE (France), and Red Bull GmbH (Germany).

The global eSports market is segmented by revenue model (sponsorships, advertisements, merchandise & ticket Sales, media & broadcasting rights, game publisher fees, and digital money), streaming (live streaming and on-demand streaming), genre (real-time strategy, multiplayer online battle arena, first-person shooter, role-playing, and other genres), and platform (PCs, mobile platforms and consoles). The report also provides a comprehensive analysis of the eSports market in North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa.

eSports Industry Overview: Latest Developments from Key Industry Players (Get Free Sample Pages of this Report)

    --  In April 2023, the Singapore subsidiary of NODWIN Gaming Pvt Ltd.
        (India) acquired a 51% stake in Branded, a full-service live media
        company. This acquisition allows NODWIN Gaming to gain access to all of
        Branded's existing event intellectual properties (IPs) and to onboard a
        skilled international team focused on enhancing international
        sponsorship revenue for all of NODWIN Gaming's IPs in India and
        globally.
    --  In January 2022, ESL Gaming GmbH and FACEIT (U.K.) merged to form the
        ESL FACEIT Group. This new entity seeks to create a comprehensive
        platform for competitive gaming, offering unparalleled opportunities for
        players, fans, teams, publishers, developers, and partners.
    --  In July 2022, Sony Corporation (Japan) acquired Repeat Technologies,
        Inc. (U.S.) as part of its ongoing expansion into eSports focused on
        PlayStation. This acquisition is designed to broaden its eSports
        offerings and enhance gamer engagement with competitive play.

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Key Findings in the eSports Market Study:

Based on revenue model, the media & broadcasting segment is slated to register the highest CAGR during the forecast period. The adoption of 4K and high-definition streaming technologies significantly enhances the visual quality of eSports broadcasts, providing viewers with a more immersive and engaging experience. Additionally, platforms such as Twitch, YouTube Gaming, and Facebook Gaming are continually evolving by incorporating features like interactive overlays, real-time analytics, and improved chat functions to enhance viewer engagement and retention. These factors are expected to drive the growth of this segment.

Based on streaming type, the on-demand streaming segment is slated to register the highest CAGR during the forecast period. The growth of this segment is driven by the rising demand for digital entertainment, a growing interest among amateur players to learn from professional gamers, and the flexibility of on-demand streaming, which allows users to watch pre-recorded content at their convenience.

Based on genre, the real-time strategy segment is slated to register the highest CAGR during the forecast period. The growth of this segment is driven by the increasing trend of streaming RTS games, the release of new mobile real-time strategy games, and the growing integration of immersive experiences within RTS gameplay.

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Based on platform, the mobile platforms segment is slated to register the highest CAGR during the forecast period. The growth of this segment is driven by the widespread internet penetration in tier 2 & 3 cities, the rising popularity of mobile games, and the increasing focus of game publishers on developing mobile games that feature competitive eSports elements.

Based on geography, North America is slated to register the highest CAGR of 23.0% during the forecast period. The growth of this market is driven by the increasing number of esports competitions & events, the presence of well-established esports organizations, the proliferation of streaming platforms and content creators, and the growing acceptance of esports in mainstream media & entertainment.

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Scope of the Report:

eSports Market Assessment--by Revenue Model

    --  Sponsorships
    --  Advertisements
    --  Merchandise & Ticket Sales
    --  Media & Broadcasting Rights
    --  Game Publisher Fees
    --  Digital Money

eSports Market Assessment--by Streaming

    --  Live Streaming
    --  On-demand Streaming

eSports Market Assessment--by Genre

    --  Real-time Strategy
    --  Multiplayer Online Battle Arena
    --  First Person Shooter
    --  Role-playing
    --  Other Genres

eSports Market Assessment--by Platform

    --  PCs
    --  Mobile Platforms
    --  Console

eSports Market Assessment--by Geography

    --  North America
    --  S.
    --  Canada
    --  Europe
    --  Germany
    --  K.
    --  France
    --  Italy
    --  Spain
    --  Netherlands
    --  Denmark
    --  Rest of Europe
    --  Asia-Pacific
    --  China
    --  Japan
    --  South Korea
    --  India
    --  Philippines
    --  Thailand
    --  Taiwan
    --  Singapore
    --  Vietnam
    --  Malaysia
    --  Rest of Asia-Pacific
    --  Latin America
    --  Brazil
    --  Mexico
    --  Rest of Latin America
    --  Middle East & Africa
    --  Israel
    --  UAE
    --  Rest of Middle East & Africa

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eSports Market Research Summary


                         Particulars 
      
              
                Details

    ---

        Number of Pages                                                                                                                                   250



       Format                       
      PDF


        Forecast Period              
      2024-2031


        Base Year                                                                                                                                        2023


        CAGR (Value)                                                                                                                                   21.8 %


        Market Size
         (Value)                     
      
              USD 9.1 Billion by 2031


        Segments Covered             
      
              By Revenue Model

                                        Sponsorships
            Advertisements
            Merchandise & Ticket Sales
            Media & Broadcasting Rights
                                         Game Publisher Fees
            Digital Money

                                     
      
              By Streaming

                                     
      Live Streaming
            On-demand Streaming

                                     
      
              By Genre

                                        Real-time Strategy
            Multiplayer Online Battle Arena
            First-person Shooter
            Role-playing
                                          Other Genres

                                     
      
              By Platform

                                     
      PC
            Mobile
            Console


        Countries                       Europe (Germany, U.K., France, Italy, Spain, Netherlands, Denmark, Rest of Europe), Asia-Pacific (China, Japan, South
         Covered                         Korea, India, Philippines, Thailand, Taiwan, Singapore, Vietnam, Malaysia, Rest of Asia-Pacific), North America
                                         (U.S., Canada), Latin America (Brazil, Mexico, Rest of Latin America), and the Middle East & Africa (Israel, UAE,
                                         Rest of Middle East & Africa)


                                       TaKeTV GmbH (Germany), Activision Blizzard, Inc. (U.S.), Nintendo of America Inc. (U.S.), Sony Interactive
                                         Entertainment Inc. (U.S.), Take-Two Interactive Software, Inc. (U.S.), Gfinity PLC (U.K), Tencent Holdings Limited
                                         (China), Electronic Arts Inc. (U.S.), ESL Gaming GmbH (Germany), NODWIN Gaming Pvt Ltd. (India), Garena Online
                                         Private Limited (Singapore), Kafu Games (Saudi Arabia), HUYA Inc. (China), Gameloft SE (France), and Red Bull GmbH
        Key Companies                    (Germany)

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