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E-Sports Market Report by Revenue Model, Platform, Games (Multiplayer Online Battle Arena, Player vs Player, First Person Shooter, Real Time Strategy) and Region 2024-2032

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Esports market

Esports market

Esports market

Dublin, Oct. 3, 2024 (GLOBE NEWSWIRE) — The “Esports Market Report by Revenue Model, Platform, Games (Multiplayer Online Battle Arena, Player vs Player, First Person Shooter, Real Time Strategy) and Region 2024-2032” report has been added ResearchAndMarkets.com Offer.

The global esports market size reached $1.8 billion in 2023. Looking forward, the market is expected to reach $8.2 billion by 2032, registering a growth rate (CAGR) of 18.4% during 2023-2032. The market is primarily driven by increasing internet penetration, significant innovations in gaming technology, increasing popularity of live streaming platforms and favorable investments from sponsors and advertisers.

The growth of the e-sports market is driven by increasing global internet penetration and the proliferation of smartphones, which enable wider access to online gaming. Additionally, significant investments from major brands and advertisers are improving financial visibility and professional opportunities within the industry. The growing organization of leagues and tournaments continues to attract large numbers of spectators and participants, thereby driving market growth.

Among the key trends shaping the esports market outlook is the increasing popularity of mobile gaming, which is expanding the target audience due to its accessibility. The widespread integration of virtual and augmented reality (VR/AR) improves the gaming experience and makes it more immersive. Additionally, the rise of live streaming platforms encourages community engagement and real-time interaction, resulting in higher viewer engagement and monetization opportunities for players and sponsors, which in turn positively impacts the esports market forecast.

Asia Pacific is leading the market due to its large and young population, high internet penetration rates and strong cultural affinity for gambling. Countries like China and South Korea have well-established gaming infrastructures and host some of the world's largest esports tournaments. The market is further propelled by favorable government support and investments in digital infrastructure, which have attracted global esports companies and fostered a vibrant competitive landscape.

The key market players in the esports industry include Activision Blizzard Inc., Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., FACEIT, Gameloft SE (Vivendi SE), Gfinity PLC, Intel Corporation and Modern Times Group, Nintendo Co. Ltd., NVIDIA Corporation, Riot Games Inc., Valve Corporation and Zynga Inc. and many others.

Opportunities in the esports market include expanding into emerging markets, improving player and viewer engagement through technological advancements, and leveraging sponsorship and advertising revenue. Challenges include addressing issues such as cyber threats, ensuring fair play and integrity in competitions, and managing the mental and physical health of professional players. Balancing rapid growth, sustainable practices and regulatory compliance also presents significant challenges.

Esports Market Trends:

Increasing internet penetration

The rapid spread of the Internet and increasing accessibility to high-speed Internet worldwide are fueling the growth of online gaming communities and tournaments. For example, in 2024, 5.35 billion people, representing 66.2 percent of the world's population, will use the Internet. Last year, the number of internet users increased by 1.8 percent, with 97 million people going online for the first time in 2023. As the capabilities of the Internet continue to evolve and adapt to people's lifestyles, the number of users is expected to increase rapidly. High-speed internet connections enable seamless streaming and competitive gameplay, attracting more participants and viewers into the esports ecosystem.

Increasing investments from sponsors and advertisers

Significant financial support from major brands and advertisers is strengthening the professional esports landscape. This investment will fund tournament prizes, player salaries and infrastructure development, making esports a lucrative career opportunity and increasing its visibility and credibility. For example, in June 2024, the International Olympic Committee (IOC) proposed the inclusion of e-sports into the global sports community through the “Olympic e-sports Games”. This proposal will be discussed at the 142nd IOC session during the 2024 Paris Olympics. E-sport made its debut as an official medal sport at the 2022 Asian Games in Hangzhou. Such significant events help to significantly increase the value of the e-sports market around the world.

Growing recognition of e-sports as a legitimate sport

The growing acceptance of esports as a competitive sport with organized leagues and tournaments is driving the demand for esports and its immense popularity. This recognition has led to the formation of structured competitions that attract both participants and spectators. For example, in July 2024, Skyesports hosted India's first LAN tournament, the Finals Esports Revolution Showdown, in Chennai. The successful execution of such high-profile events demonstrates the professionalization of e-sports, generates significant media coverage and increases viewer engagement. This, in turn, legitimizes esports as a mainstream entertainment and professional industry and further drives market expansion.

Key questions answered in this report

  • How big was the global esports market in 2023?

  • What is the expected growth rate of the global e-sports market during 2024-2032?

  • What are the key factors driving the global e-sports market?

  • What impact has COVID-19 had on the global esports market?

  • How is the global e-sports market divided by revenue model?

  • How is the global esports market divided by games?

  • What are the key regions in the global e-sports market?

  • Who are the key players/companies in the global e-sports market?

Competitive landscape

  • Activision Blizzard Inc.

  • Capcom Co. Ltd.

  • Electronic Arts Inc.

  • Epic Games Inc.

  • FACEIT

  • Gameloft SE (Vivendi SE)

  • Gfinity PLC

  • Intel Corporation

  • Modern Times Group

  • Nintendo Co. Ltd.

  • NVIDIA Corporation

  • Riot Games Inc.

  • Valve Corporation

  • Zynga Inc

Key attributes:

Report attribute

Details

Number of pages

140

Forecast period

2023 – 2032

Estimated market value (USD) in 2023

$1.8 billion

Projected market value (USD) by 2032

$8.2 billion

Compound annual growth rate

18.4%

Regions covered

Global


Main topics covered:

1 preface

2 Scope and methodology

3 Summary

4 Introduction
4.1 Overview
4.2 Key industry trends

5 Global E-Sports Market
5.1 Market overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market forecast

6 Market division by sales model
6.1 Media Rights
6.2 Advertising and Sponsorship
6.3 Goods and Tickets
6.4 Miscellaneous

7 Market breakdown by platform
7.1 PC-based e-sports
7.2 Console-based e-sports
7.3 Mobile devices and tablets

8 Market breakdown by games
8.1 Multiplayer Online Battle Arena (MOBA)
8.2 Player versus Player (PvP)
8.3 First Person Shooter (FPS)
8.4 Real-time strategy (RTS)

9 Market breakdown by region

For more information about this report, please visit https://www.researchandmarkets.com/r/ygntjl

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