By Streaming Type (Live, On-demand),
By Revenue (Distribution rights, Advertisements and sponsorship, Tickets, merchandise, and in-game purchase),
By Application (Platform, Service),
By Game (Sandbox and strategy game, Multiplayer Online Battle Arena (MOBA), FPS and TPS Action Adventure, Simulation, and Sports, Others),
By Device Type (Smartphone and TV, Desktop and Laptops, Gaming Consoles),
By Region (North America, Europe, Asia-Pacific, Latin America, Middle East & Africa):
Global Analysis and Forecast 2023-2033
The global e-sports market showcased revenue of USD 1.98 billion in 2022 and is projected to witness a compounded annual growth rate (CAGR) of more than 19.44% over the forecast period of 2023-2033.
Russia-Ukraine War Impact
About the Market
Impact of COVID-19
Global Economic Slowdown
How is this report helpful
E-sports is a type of online game that turns online gaming into a spectator sport. It mimics the experience of watching a professional sporting event. However, unlike the physical sports competition, spectators watch the professional sports event online. E-sports is the kind of activity in which gamers compete on the internet, often for money, where other people watch the show using the internet. E-sports describes the world of competition and organized video gaming on the internet.
As per the analysis over the forecast period, the predefined analysis is expected to show a higher growth rate than the cloud computing industry. The E-sports market majorly relies on internet servers for its applications. The E-sports market is a market that enables ubiquitous, convenient, and on-demand gaming access to multiple Internet users. Gaming e-sports are growing in popularity in the current time scenario, and many major tournaments in e-sports are completed at great levels.
The demand for the e-sports market is increasing due to its various applications that trigger more growth in the Asia-Pacific region. There are various benefits of e-sports. Some major benefits are improved hand and eye coordination while playing e-sports and improved attention and visual acuity. E-sports also help to improve basic visual processing and executive function. Problem-solving skills and strategy skill development also increase while playing e-sports. According to the parent report gaming, 71% of children are having a net positive effect of e-sports. E-sports also boosts the players' self-confidence and help them become socialized.
Impact of Russia-Ukraine War on E-sports Market
There is a direct impact of the Russia-Ukraine war on the global e-sports market. However, the European region will witness the highest impact. Increased trade sanctions across the European region, followed by disruption in global trade routes, are one of the major factors imposed due to war and limiting business opportunities. Economic sanctions on multiple countries due to the war between the two countries surge the prices of the commodity and disturb the trade, supply chain, and trade of the market globally. The war between the two nations has disrupted the chances of economic recovery and slowed down the global cloud computing market. Due to the increase in internet consumption, the e-sports market would not affect much during the duration of the Russia-Ukraine war cause even though the war was going on, the internet users were also increasing. According to the report, China, America, and India have the highest number of internet users, and many of them actually use e-sports services for a better gaming experience, stress reliever, and also help in socializing. E-sports are currently used more to develop more focus and concentration.
E-sports: Market Scope
The e-sports market is divided into five streaming types, revenue, application, game type, and device. Furthermore, these segments are subdivided into respective categories and cross-referenced to North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa for regional analysis. The streaming type segment is further categorized into live, on-demand. The revenue segment is segregated into distribution rights, advertisements and sponsorship, tickets, merchandise, and in-game purchase. The application segment of the e-sports market is bifurcated into platforms and services. The game type segment is segregated into sandbox and strategy games, multiplayer online battle arenas, FPS and TPS adventure and action, simulation and sports, and others. Further device type of the e-sports segment is segregated into smartphone and TV, desktop and laptop, and gaming consoles. Each of these segments is further classified into regions: North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. The historical dataset of 2018-2022 is provided in the report, whereas the forecast period of 2023-2033 is offered.
Live segment will witness the highest growth rate within the streaming type market
In the e-sports market in the streaming segment, live streaming will witness the highest market growth in the upcoming period. Currently, live streaming is in the most demand in the e-sports market for many reasons. Some reasons are that it allows people to watch sports without requiring a proper subscription to that particular e-sports platform. It also provides a direct way to view the game without the need for a physical presence, and with the help of the right cameras, and streaming software, people are also able to view the high-quality stream of the game. Live streaming is presenting a video to the audience in a real-time manner. RTSP is a highly used technology that is also used for live streaming as well as Internet of Things devices like IP cameras. There are many advantages of live streaming, like it gives real-time interaction, provides easier accessibility, and one-take show. Users need a camera, microphone lights, and a proper and stable internet connection for live streaming. Some examples of live streaming are Netflix live streaming.
Tickets, merchandise, and in-game purchase segment will capture the highest market share between 2023-2033
In the revenue segment of e-sports, tickets, merchandise, and in-game purchase will witness the highest market growth in the upcoming forecast period. E-sports refers to organizing video gaming or tournaments that culminate in regional and international championships in which many players compete with each other. In e-sports, merchandise or merch refers to the branded clothing of specific teams or players. Through merchandise, many organizations are earning heavy revenue in e-sports by promoting their brand. Once the sport becomes popular, it is common for them to start selling their merchandise on social media platforms and used to start promoting their brand to earn revenue. Some companies in the fashion market of e-sports are Nike, Puma, and Adidas. At the same time, the in-game purchase is any fee paid by the user within a mobile or through any gaming app beyond the initial download or purchase.
The service segment will capture the highest market share in the coming years
In the application type segment, service will witness the highest growth in the upcoming forecast period. E-sports as a service attracts gamers through the games they love and the channels where they consume content, leading them to a purpose a built platform where your business can interact and engage with them directly. There is a kind of video game designed to keep people engaged as long as possible by frequently adding different and new content and updates. Games as a service, also known as cloud gaming or gaming on-demand. Some popular examples of service games include candy crush, Destiny, and Watch. Some e-sports team applications keep your teams active, organize the practices, schedule practice times, keep the team updated, and log in with the games.
The multiplayer online battle arena (MOBA) segment will capture the highest growth rate in the forecast period
In the gamer type of game type, the multiplayer online battle arena (MOBA) will capture the highest market growth rate in the upcoming forecast period. The multiplayer online battle arena is a type of strategy video game in which two teams of players compete with each other in a predefined battle. In these types of games where the players may be a part of a team and can compete alone, but in both cases, the player only controls a single characteristic. In a multiplayer online battle arena, two teams compete with their characteristics to protect their home base and destroy the tower, turrets, or the opposite structures to strengthen the team's stronghold. Some examples of MOBA are League of Legends and Heroes of the Storm. In contrast, sandbox video games have gameplay elements that provide players with a great degree of creativity to interact without any-defined goals or users set goals for themselves. Minecraft is the ultimate sandbox game.FPS is where the player sits with guns, and TPS is where the players watch live avatar shoot.
Smartphone and TV segments within Distribution Channel to witness the highest CAGR during the forecast timeframe
The forecast timeframe has predicted proliferation in huge e-sports demands and growing interest of consumers in electronics products and investors to support the high market growth. Consumer behavior is more acceptable than "ready-to-go" varieties of products and services. The business model segment of the e-sports, smartphone, and TV segment will witness the highest market growth in the upcoming time period.
Asia-Pacific to witness the highest growth rate during the forecast period
North-America region is promising a dynamic rise in disposable income, which is expected to trigger growing market consumption of cloud gaming-based games and products. Developed countries like USA, UK, Germany, and Singapore are exploding with the surge in demand for cloud gaming. The Asia-Pacific region is also witnessing the rising integration of various cloud gaming-related products. This attributes to the rise in the adoption of high-end technology-based devices and the growing demands of consumers for low-price and efficient technology. Countries like India and China are also moving towards the e-sports market to meet the high-end demands of the users. Recently SoStronk is an e-sports competitive gaming platform. This portal offers various tournaments like PUBG and CS: GO.
Impact of COVID-19 on the e-sports Market
COVID-19 had a significant impact on the market of cloud gaming.COVID-19 was an unprecedented global public health emergency that affected almost every industry. During the phase of COVID-19, there was an increase in the global e-sports market A huge traffic was created during the pandemic phase as there was a global lockdown people were locked in their homes so, which increased the usage of the internet and consumption of the internet-based platforms like e-sports gaming.
E-sports: Market Dynamics
The market dynamics section of the report covers a depth analysis of drivers, restraints, and opportunities impacting the cloud gaming market. The report also encompasses major market strategies practiced by the industry, followed by patent analysis, product analysis, competitive benchmarking of companies, various analyses of the artificial intelligence industry, pricing analysis, and geographic competitiveness to provide a detailed understanding. The major players are operating. These companies cumulatively hold most of the artificial intelligence market share and actively undergoes strategic development, such as new product launch, mergers, collaborations, business expansion, acquisitions, and long-term contracts to ensure market penetration. These companies also largely focus on research and development to gain competitiveness in the market. A detailed analysis of these companies is offered in the report.
Driver: Growing interest in technology
The increasing market Demand for e-sports is due to its technological advancement, adoption of cloud-based solutions and computation powers, heavy investments in the start-up economy fuelling R&D within the market, and increasing demand for e-sports by end–users to streamline operations. Many companies across the world are currently investing in the e-sports market. Various factors are driving the e-sports market, including the increasing number of people who are watching e-sports, the increasing number of tournaments that are held, and increasing in the prize money that is up for grabs. Second, the high usage of the internet these days is increasing the market of e-sports. Internet consumption is increasing day by day in the era promoting the culture of e-sports.
Restrain: In the e-sports market.
There are various restraints in the e-sports market. Some of the factors that are the restraints in the e-sports market and limiting its operations. The limitation of e-sports is that instead of the huge scope of e-sports in recent times, people are not ready to accept them as professional careers. They are taking e-sports as a way for entertainment only. Another restraint in e-sports is that its usage majorly depends upon the internet connection. If the users' internet connection is not secure, they cannot access and enjoy the e-sports service gaming. There are major privacy and security issues in this market when it comes to providers. Lack of control is another restraint in the e-sports market as the users do not control it. Some other negative impacts are increasing addiction, mental health, match–fixing and corruption, gambling, etc.
Opportunity: Proliferating demand in emerging economies
The cloud gaming market shows promising opportunities in the Asia-Pacific region and developing countries of other regions. This is largely observed due to increasing disposable income. Consumers are more inclined towards low-cost and efficient electronic gadgets and internet usage and readily invest in experimenting with new gadgets and virtual games like e-sports. It also increases the business opportunities to explore new business verticals using growing technology, and innovations in the IT sector are attracting consumers towards technological advances. There is a rise in internet usage and the trend of gaming based on the internet. Many people are currently spending much on internet-based e-sports games due to their cost efficiency, high-quality gaming services, and stable cloud storage.
E-sports Market: Recent Developments
- In February of 2022, Gameloft announced Disney Speedstorm's free-to-play racing game.
- In March 2023, Loco, cheaper internet, and UPI helped boost India's online gaming industry.
- In March of 2023, Riot Games officially launched the VALORANT tournament.
E-sports Market: Synopsis
The study of the e-sports market offers revenue and growth data sets of segments that are provided at the global level, regional level, and country level. The report offers the historical data set for 2018-2022 and the forecast period of 2023-2033. For the purpose of analysis, Quadrant Market Insights (QMI) has segregated the e-sports market into five major segments as follows:
By Streaming Type
- Distribution rights
- Advertisements and sponsorship
- Ticket, merchandise, and in-game purchase
- Sandbox and Strategy Game
- Multiplayer Online Battle Arena(MOBA)
- FPS and TPS Action and Adventure
- Simulation and Sports
By Device Type
- Smart, phone, and TV
- Desktops and laptops
- Gaming consoles
The regional analysis of the E-Sports market is as follows:
- Rest of Europe
- Rest of Asia-Pacific
Middle East & Africa
- South Africa
- Saudi Arabia
Key players operating in the E-sports industry are:
- Activision Blizzard Inc.
- Gameloft SC
- Electronic Arts(EA)
- NVIDIA Corporation
- Modern Times Group
- Riot Games Inc.
- Twitch Interactive Inc.
- Sony Group Corporation
- Tencent Holdings Limited
E-Sports Market: Who Should Purchase, and How It Will Help Readers
- The report is best suited for top-level decision-makers, individuals who are supposed to take a leadership role or require market research to start a business, independent researchers, research institutes, and anyone who wishes to gain detailed strategic insights into the e-sports market.
- This report provides a qualitative and quantitative analysis of the market segments, current trends, estimations, and dynamics of the e-sports market analysis from 2018 to 2033 to identify the prevailing market opportunities.
- Market research and information related to key drivers, restraints, and opportunities are offered.
- Porter's five forces and PESTLE analysis highlight the potency of buyers and suppliers to enable stakeholders' market profit-oriented business decisions and strengthen their supplier-buyer network.
- An in-depth analysis of the e-sports segmentation assists in determining the prevailing market opportunities.
- Major countries in each region are mapped according to their revenue contribution to the global market.
- Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
- The report includes an analysis of the regional and global e-sports industry trends, key players, market segments, application areas, and market growth strategies.
- The report offers insights from primary interviews and CXOs of major industry players. It also offers a comprehensive contact and event repository to ensure future collaborations among industry stakeholders.
E-Sports Market: Frequently Asked Questions (FAQ)
Q: How big is the e-sports market?
A: The global e-sports market showcased a revenue of USD 1.98 billion in 2022 and is projected to witness a compounded annual growth rate (CAGR) of more than 19% over the forecast period of 2023-2033.
Q: Does the report have several e-sports numbers bifurcated by segments and regions?
A: The report offers a total number of e-sports market, further bifurcated into segments and regions. Please refer to the TOC page for more information.
Q: What are the major trends in the e-sports market?
A:Proliferation within the gaming and cloud sector, increase in disposable income in developing regions, and growing awareness of technology and cloud market sector affect market growth of e-sports.
Q: How can I get the sample Report on the e-sports market?
A: The e-sports market report sample can be obtained on demand from the website. Also, 24*7 chat support and direct call services are provided to procure the sample report
Q: Is it possible to purchase a specific or customized report as per my needs
A: Yes, it is possible to purchase a specific part of the report or edit the scope of the report at your convenience. Feel free to drop us the mail/talk to our customer support or schedule a conversation to procure a customized report.
- Streaming Type
- Game Type
- Device Type
- North America
- Latin America
- Middle East & Africa
- Adoption and proliferation of cloud based solutions allowing companies to explore the untapped markets
- Rising awareness of e-sports in emerging economies
- Limited access to internet and acceptance of e-sports as professional carrier
Activision Blizzard Inc., Electronics Arts, Game Loft SC, Loco, Modern Times Group, NVIDIA Corporation, Riot Games Inc., Sony Group Corporation, Twitch Interacting Inc., and Tencent Holdings Limited.