eSports are a form of competition using video games. The first eSports tournament was held in 1972 at Stanford University. eSports tournaments are now being held all over the world, with some of the biggest events offering millions of dollars in prize money.
The global esports market was valued at USD 2.01 billion in 2021. It is expected to expand at a compound annual growth rate (CAGR) of 21.10% from 2022 to 2032.
The factors driving market growth include increased live streaming of games and formidable investments. They also influence engagement activities and infrastructure to host league tournaments. Market professionals are able to create lucrative opportunities for gamers, gamers, event organizers and game developers by becoming more professional in the field. Because of the growing popularity of esports and one-to-one sponsorships as well streaming revenues and huge international prize pools, millennials are considering esports as a professional career. In order to help students become skilled in esports, universities and colleges have begun offering specialized programs.
Market Dynamics
Drivers– Video games are gaining popularity
– Growing awareness of esports
Restraints
Esport gambling/betting: The threatOpportunities
– There are more events that offer large prize pools.– Long- term investment opportunity
Challenges
– Inadequacy of standardization– Landscape of Competition
Table: Years considered for the study:
Details | Report Attribute |
2016-2020Â | Historical Years |
2021Â | Base Year |
2022Â | Estimated Year |
2028 | Short Term Projection Year |
2023 | Projected Year |
2032Â | Long Term Projected Year |
Key Companies
The competition landscape segment gives a dashboard view of key vendors in the eSports industry. North is one of the smallest and most prominent players in the eSports marketplace.
FACEIT
Immortals
Millennial Esports Corporation
Refresh Entertainment
Riot Games, Inc.
ESL
VY Esports
Znipe Esports
Coke Esports, among other things.
Report Scope:
By Device
PCs
Laptops
Smartphones
Tablets
Gaming Headsets
By End User
Professional Players
Occasional Viewers
By Age Group
0-15
16-25
26-35
More than 35
By Revenue Stream
Sponsorships
Advertising
Media Rights
Game Publisher Fees
Merchandise & Tickets
Regional Segmentation:
North America (United States, Canada and Mexico)
Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Korea, India, Southeast Asia, and Australia)
South America (Brazil, Argentina, Colombia, and Rest of South America)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)
Major Market Developments
1. Electronics Arts and FIFA partnered to launch an esports tournament series in November 2017 for the Electronics Arts FIFA videogame franchise.
2. In November 2017, Turner Broadcasting System’s ELEAGUE partnered up with Warner Bros. Interactive Entertainment to stream ELEAGUE: Injustice 2 World Champion across TBS, Twitch and ELEAGUE.com.
3. ESL hosted the IEM Katowice tournament in February 2018. It featured a USD 1,000,000 Dota 2 tournament and a USD 500,000 CS-GO tournament. There was also a USD 250,000 StarCraft II tourney, USD 100,000 Heroes of the Storm tourney, and a USD 50,000 player unknown’s Battlegrounds tournament.
FREQUENTLY ASKED QUESTIONS
How big is the Esports market?
What is the future market value for Esports Market?
What is the Esports market growth?
Who are the key players in Esports market?
Which segment accounted for the largest Esports market share?
What are the factors driving the Esports market?
Which region is lucrative for the Esports market?