Esports Market to Reach USD 10,905.1 Mn by 2032, Driven by Growing Popularity and Investment
Esports Market Share

Esports Market to Reach USD 10,905.1 Mn by 2032, Driven by Growing Popularity and Investment

Electronic sports, commonly referred to as Esports, is a competitive video gaming format in which organized, professional players compete against one another in tournaments or leagues of video game tournaments or leagues. Esports market refers to an industry encompassing the organization and competition of Esports tournaments; along with league development; broadcast of related events; as well as merchandise creation/selling for related merchandise/sponsorship deals.

According to Market.us, The Global Esports Market in terms of revenue was estimated to be worth USD 1,641.2 Mn in 2022 and is poised to reach USD 10,905.1 Mn by 2032, growing at a CAGR of 20.9% from 2023 to 2032.

Global Esports Market Growth

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Key Takeaways

  • In 2022, the Global Esports Market was valued at USD 1,641.2 Million.
  • The market is estimated to register a CAGR of 20.9% between 2023 and 2032.
  • Increasing investments in the video gaming industry are driving the growth of the market globally.
  • Metabolic disorders and social behavior disorders restrain the market growth globally.
  • Monetization of esports content is expected to create many lucrative opportunities in the market over the forecast period.
  • Mobile gaming tournaments are gaining traction in the market
  • Based on Streaming Type, the live segment dominates the market globally with a major revenue share of 64.8%.
  • Based on Revenue Streaming, the sponsorship segment dominates the market by securing a major revenue share of 38.4%.
  • Based on the Gaming Genre, The Multiplayer Online Battle Arena Games Segment Dominates the Market with a Major Revenue Share of 32.6%.
  • Based on Device Type, smartphones dominate the market by covering the major revenue share of 32.4%.
  • Geopolitical tensions and economic recessions can hinder international competition, thereby restricting the growth of the market.
  • Based on Region, North America dominates the market with a major revenue share of 37.2%.
  • Some of the key players in the market are Twitch Interactive, Inc., Activision Blizzard, Inc., Tencent Holdings Ltd., and others.

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In-Scope:

  • The market growth of esports.
  • How professional players make a living.
  • Why people enjoy watching esports.

Out-Scope:

  • Specific tournament schedules and winners.
  • Detailed financial figures and statistics.

Market Trends:

  • Esports is getting more popular every year.
  • Big companies invest in esports teams and events.
  • Mobile gaming is on the rise in esports.

Drivers:

  • Technology makes it easy to watch and play games.
  • Esports connects with young audiences.
  • The thrill of competition draws fans.

Restraints:

  • Some people don't understand esports.
  • It can be challenging for new players to break in.
  • There are concerns about too much screen time.

Challenges:

  • Keeping up with rapid changes in the industry.
  • Dealing with cheating and fair play.
  • Balancing health and long hours of practice.

Opportunities:

  • Esports events can bring communities together.
  • Education and careers in esports are growing.
  • Esports can become even more inclusive.

Additional Information:

Esports is like a whole new world where gaming and competition collide. It's not just about playing games; it's about the excitement, the dedication, and the community that surrounds it. Whether you're a die-hard fan or just curious, esports is here to stay, and it's changing the way we look at entertainment and sports.

Market Segments

Based on Type

  • Live
  • On-Demand

Based on Revenue Streaming

  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Game Publisher Fees
  • Others

Based on the Gaming Genre

  • Real-Time Strategy Games
  • First-Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-Playing Games
  • Others

Based on Device Type

  • Smartphone
  • Smart TV
  • Desktop -laptop-tablets
  • Gaming console

Top Key Players:

  • Twitch Interactive, Inc.
  • Activision Blizzard, Inc.
  • Tencent Holdings Ltd.
  • Riot Games, Inc.
  • Gfinity PLC.
  • X1 Esports and Entertainment Ltd.
  • Loco
  • Gameloft SE
  • Sony Group Corporation
  • Valve Corporation
  • Electronic Arts
  • Other Key Players

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