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The World eSports Market: 2019-2025 Analysis & Outlook – Underage eSports Gambling Leading to Stringent Government Regulations
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Global Esports Market Set to Triple by 2025
Esports is expected to grow with a CAGR of ~20% in the years between 2019-2025.
The Global Esports market is expected to cross $3 billion by the end of 2025 due to the growing popularity of Esports worldwide and the growing support of game publishers for Esports.
The aim of this report is to define, analyze, and forecast the Esports market based on segments, which includes revenue model, gender, audience, and region.
In addition, the report helps venture capitalists in understanding the companies better and make well-informed decisions and is primarily designed to provide the company’s executives with strategically substantial competitor information, data analysis, and insights about the market, development, and implementation of an effective marketing plan.
Esports is a potential market for the global gaming industry and it is experiencing a steady growth that is mainly driven by cloud gaming and mobile gaming. With the proliferation of smartphones with more and more processing power coupled with 5G network gaining popularity, In the same period, the gaming industry is expected to be more interactive and streaming-based. The countries that generate a major portion of the revenue in the gaming industry include China, Japan, US, Germany, South Korea, France, Canada, and UK.
Esports is gaining huge attention with many gaming events being telecasted on social media and streaming sites including YouTube and Twitch. Esports market is expected to cross $3 billion by the end of 2025 with major competitions occurring in games like Dota 2, Fortnite, and League of Legend. Real Time Strategy (RTS), Massive Online Battle Arena (MOBA), and First-Person Shooter (FPS) are the most common type of game genres witnessed in most of the Esports events.
The popularity of Esports has increased since 2010 with a greater number of revenue streams arriving in the form of merchandising and corporate sponsorships apart from traditional revenue streams like broadcasting rights of the event and tickets to the event. As of 2019, game streaming platform -Twitch is one of the major broadcasting mediums for Esports. Esports events including E LEAGUE Major, Genesis, Evo Japan, and WESG which generates more viewers for video game streaming platforms. Also, Esports events are providing more prize money for winners due to growing revenue streams.
North America is the leading revenue generator in the global Esports market with a major share of the market contributed by the US. North American market for Esports is mainly driven by a growing number of audiences for Esports and APAC is one of the fastest growing markets in the global Esports market with major growth being witnessed in China, Australia, South Korea, Taiwan, and Japan.
Based on the revenue model, the global Esports market is segmented into advertisement, sponsorship, media rights, and others. Others include game publisher fees and revenue generated from the sales of tickets and merchandise. Advertisement and sponsorship accounted for the major part of the revenue generated by the Esports market in 2018.
Based on audience, the global Esports market is segmented into regular viewers and occasional viewers. Regular viewers include fans and hardcore game enthusiasts who watch Esports regularly. As of 2019, regular viewers accounted for a major share in the market.
Based on gender, the global Esports market is segmented into male viewers and female viewers. As of 2019, male viewers especially those within the age group of 20-35 accounted for a major part of the market share.
The Esports market is primarily dominated by major companies that organize Esports events and game publishers. Some of the major vendors in the market are Cloud9, Team SoloMid, Team Liquid, Epic Games, Valve Corporation, Activision Blizzard, and Echo Fox. Other prominent vendors in the market include Fnatic, Gen.G Esports (formerly KSV Esports), 100 Thieves, G2 Esports, Immortals, Envy Gaming, Counter Logic Gaming, Nintendo, Tencent, Hi-Rez Studios, and EA Sports.
The market is expected to witness an increase in the number of audience and tournaments in the forecast period which may lead to a greater number of vendors (including game publishers and gaming organizations) entering in the market.
Key Topics Covered
1 Executive Summary
2 Industry Outlook
2.1 Industry Snapshot
2.1.1 Industry Trends
3 Market Snapshot
3.1 Total Addressable Market
3.2 Segmented Addressable Market
3.2.1 PEST Analysis
3.2.2 Porter’s Five Force Analysis
3.3 Related Markets
4 Market Characteristics
4.1 Market Ecosystem
4.2 Market Segmentation
4.3 Market Dynamics
4.3.1 Drivers
4.3.1.1 Growth in the Number of Revenue Streams for Esports Vendors
4.3.2 Restraints
4.3.2.2 Underage Esports Gambling Leading to Stringent Government Regulations
4.3.3 Opportunities
4.3.3.1 Growth of 5G Network and Increasing Investment in Live Game Streaming Services
4.3.4 DRO – Impact Analysis
5 Global Esports Market, By Revenue Model
5.1 Overview
5.2 Advertisement
5.3 Sponsorship
5.4 Media Rights
5.5 Others
6 Global Esports Market, By Audience
6.1 Overview
6.2 Regular Viewers
6.3 Occasional Viewers
7 Global Esports Viewers, By Gender
7.1 Overview
7.2 Male
7.3 Female
8 Global Esports Market, By Region
8.1 Overview
8.2 APAC
8.2.1 China
8.2.2 Japan
8.2.3 South Korea
8.2.4 Rest of APAC
8.3 North America
8.3.1 USA
8.3.2 Canada
8.3.3 Mexico
8.4 Europe
8.4.1 Germany
8.4.2 UK
8.4.3 France
8.4.4 Rest of Europe
8.5 RoW
8.4.1 South America
8.4.2 Middle East and Africa
9 Competitive Landscape
9.1 Competitor Analysis
9.2 Product/Offerings
9.3 Market Developments
9.3.1 Mergers & Acquisitions (M&A)
9.3.2 Expansions
9.3.3 Business Restructuring
10 Vendor Profiles
- 100 Thieves
- Activision Blizzard
- Cloud9
- Counter Logic Gaming
- EA Sports.
- Envy Gaming
- Epic Games
- G2 Esports
- Gen.G Esports (formerly KSV Esports)
- Hi-Rez Studios
- Immortals
- Nintendo
- Team Liquid
- Team SoloMid
- Tencent
- Valve Corporation
- Echo Fox Fnatic
For more information about this report visit https://www.researchandmarkets.com/r/xzqx3u
Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.
Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: The World eSports Market: 2019-2025 Analysis & Outlook – Underage eSports Gambling Leading to Stringent Government Regulations
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LoopMe research: Increasing GenAI adoption paves the way for an explosion in mobile gaming ad potential
New research from LoopMe, the global leader in brand performance, reveals that consumers are twice as likely to use GenAI for search (x2 in the US and x2.2 in the UK), while it’s nearly three times in Australia (x2.7).
As AI redefines online behaviour, and the enormous implications this has for brand visibility and advertising, the solution may lie in mobile gaming. While the adoption of AI tools is leading to a decline in clicks and associated site traffic, the story is different in gaming. This channel is on the rise, offering a scale that encompasses all demographics, alongside engaged and receptive audiences.
LoopMe surveyed 66,819 consumers across Australia, the United Kingdom, and the United States to gauge GenAI usage. The data shows the majority are now using these tools daily or at least several times a week (US: 56%, UK: 55%, Australia: 57%). For those using tools daily, similar patterns emerge, with approximately three in ten adopters falling into this group (Australia: 27%, UK: 29%, US: 30%).
Nearly one-fifth of GenAI users across all three markets report spending less time browsing the web because of AI tools (US: 19%, UK: 20%, and Australia: 22%). Even among infrequent GenAI users, there’s a move away from traditional search, resulting in web browsing falling by 19%-50% across the markets. This shift isn’t limited to specific demographics but plays out across all age groups, indicating a move towards embracing AI and a corresponding reduction in browsing time to varying degrees.
Nearly a third of users (28% in the US and 30% in Australia and the UK) across all three countries cite ‘getting answers faster’ as the number one benefit of GenAI. This reduction in browsing time online is freeing them up for other pursuits. And one of these appears to be more time for gaming: In Australia, 18% cited that they are spending more time on mobile gaming, while in the US, it’s 19% and rising to 21% in the UK.
Again, this is a trend across all age groups and markets. While the greatest shift in the UK is seen among 18-24-year-olds, with 62% spending more time on mobile gaming rather than less, in the US it’s the 25-34-year-olds (40%). Meanwhile, for Australians, it’s the 35-44-year-old demographic (58%). However, growth is being experienced across all age bands, with all three countries seeing strong mobile gaming growth even among the 55–64-year-olds.
This growth can also be seen among infrequent GenAI users too. In the US, there is a 40% net difference between those casual GenAI users who spend more time gaming and those who spend less, rising to 55% in Australia and 71% in the UK.
When asked about streaming games, there is more preference among younger age groups. While there are country variations, the 18-24 and 25-34-year-old age groups are the heaviest users of streaming games, and these groups will likely drive its future potential.
“What the research highlights is the advertising opportunities opening for brands as gaming becomes a key route to market. This is a medium that’s being embraced by all age groups and all demographics. And it’s increasing among frequent AI users as well as more casual ones, offering brands the potential to get in front of audiences that other channels might not serve well,” commented Stephen Upstone, CEO & Founder at LoopMe.
“We’ve found that gamers are more than three times as likely to be receptive to advertising in this environment compared to the mobile web. And because audience value and the opportunities gaming offers are out of alignment with current advertising investment in the channel, this lack of competition only adds to its attractiveness. As digital advertising adjusts to this era of AI, mobile gaming is shedding its bit player role and moving centre stage, delivering scale and reach that competes with traditional broadcast channels.“
The post LoopMe research: Increasing GenAI adoption paves the way for an explosion in mobile gaming ad potential appeared first on Gaming and Gambling Industry Newsroom.
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Boomerang Partners has been included in 3 prestigious industry Awards, which will be presented in January 2026
Boomerang Partners, a global Affiliate Gambling & Betting Marketing Agency, starts 2026 with participation in the largest industry awards. The company has been included in the shortlists of several prestigious nominations, notably the International Gaming Awards (IGA), European iGaming Awards, and Global Gaming Awards EMEA. Winners will be announced during the iGB and ICE Barcelona 2026 exhibitions, which will take place from January 19 to 21. Boomerang Partners will participate in the event with its booth, 81-L10.
For Boomerang Partners, this marks a record number of nominations that the company has been included in. Here are the awards it’s competing for:
International Gaming Awards:
- Affiliate Marketing Campaign of the Year
- Charitable Community Award (Golden Boomerang Awards – Charity)
European iGaming Awards:
- Charity Award (Golden Boomerang Awards – Charity)
- Affiliate Company Of The Year
- Best Live Event Marketing Campaign (Golden Boomerang Awards)
Global Gaming Awards – EMEA 2026:
- Affiliate Program of the Year
What’s next
Boomerang Partners will celebrate its fifth anniversary in 2026. The company is approaching this date at the peak of its effectiveness. Its inclusion on shortlists of prestigious awards is a testament to its recognition in the market. Experts have noticed Boomerang’s successes and recognize the contribution the company makes to the industry’s development. It feels strong enough to win most awards and is focused on achieving new milestones on the path to becoming the best sports-focused affiliate program in the world.
Currently, Boomerang Partners has over 3,000 affiliate partners and 13+ brands in its client portfolio. The company is the Official Regional Partner of AC Milan, and the second year of collaboration began in the summer of 2025. In 2024 and 2025, it held a global annual tournament for affiliate teams, the Golden Boomerang Awards. In fall 2025, the Golden Boomerang League, its first sports traffic tournament, took place. Boomerang Partners regularly participates in industry events, showcasing its booth and receiving prestigious awards. Over four years, the company has won 10 awards, including in 2025:
- ‘Unique Gaming Company of the Year’ at the International Gaming Awards 2025
- ‘Social Media Campaign of the Year’ at the SBC Awards 2025
- ‘Rising Star in Sports Betting’ (Operator) at the SBC Awards 2025
And Boomerang Partners affiliate team lead, Kristina Shkredova, won the award for Best Affiliate Manager AskGamblers 2025.
How many awards will Boomerang Partners win in January? – Follow the official website and social media of the company, so as not to miss anything.
About Boomerang
Boomerang Partners is a rapidly growing global marketing agency offering a wide range of services. Boomerang Partners is the Official Regional Partner of AC Milan. In 2024, it launched the inaugural Golden Boomerang Awards — a global tournament for affiliate teams. More than 400 affiliate teams participated in the second season of the tournament in 2025. The agency launched six new products in 2024-2025, contributing to a nearly 1.5-fold increase in product users.
The agency’s client portfolio contains 13+ brands offering affiliate and entertainment services across 40+ markets in compliance with local regulations. These products provide personalized bonuses and 24/7 multilingual support.
The post Boomerang Partners has been included in 3 prestigious industry Awards, which will be presented in January 2026 appeared first on Gaming and Gambling Industry Newsroom.
Latest News
Boomerang Partners has been included in 3 prestigious industry Awards, which will be presented in January 2026
Boomerang Partners, a global Affiliate Gambling & Betting Marketing Agency, starts 2026 with participation in the largest industry awards. The company has been included in the shortlists of several prestigious nominations, notably the International Gaming Awards (IGA), European iGaming Awards, and Global Gaming Awards EMEA. Winners will be announced during the iGB and ICE Barcelona 2026 exhibitions, which will take place from January 19 to 21. Boomerang Partners will participate in the event with its booth, 81-L10.
For Boomerang Partners, this marks a record number of nominations that the company has been included in. Here are the awards it’s competing for:
International Gaming Awards:
- Affiliate Marketing Campaign of the Year
- Charitable Community Award (Golden Boomerang Awards – Charity)
European iGaming Awards:
- Charity Award (Golden Boomerang Awards – Charity)
- Affiliate Company Of The Year
- Best Live Event Marketing Campaign (Golden Boomerang Awards)
Global Gaming Awards – EMEA 2026:
- Affiliate Program of the Year
What’s next
Boomerang Partners will celebrate its fifth anniversary in 2026. The company is approaching this date at the peak of its effectiveness. Its inclusion on shortlists of prestigious awards is a testament to its recognition in the market. Experts have noticed Boomerang’s successes and recognize the contribution the company makes to the industry’s development. It feels strong enough to win most awards and is focused on achieving new milestones on the path to becoming the best sports-focused affiliate program in the world.
Currently, Boomerang Partners has over 3,000 affiliate partners and 13+ brands in its client portfolio. The company is the Official Regional Partner of AC Milan, and the second year of collaboration began in the summer of 2025. In 2024 and 2025, it held a global annual tournament for affiliate teams, the Golden Boomerang Awards. In fall 2025, the Golden Boomerang League, its first sports traffic tournament, took place. Boomerang Partners regularly participates in industry events, showcasing its booth and receiving prestigious awards. Over four years, the company has won 10 awards, including in 2025:
- ‘Unique Gaming Company of the Year’ at the International Gaming Awards 2025
- ‘Social Media Campaign of the Year’ at the SBC Awards 2025
- ‘Rising Star in Sports Betting’ (Operator) at the SBC Awards 2025
And Boomerang Partners affiliate team lead, Kristina Shkredova, won the award for Best Affiliate Manager AskGamblers 2025.
How many awards will Boomerang Partners win in January? – Follow the official website and social media of the company, so as not to miss anything.
About Boomerang
Boomerang Partners is a rapidly growing global marketing agency offering a wide range of services. Boomerang Partners is the Official Regional Partner of AC Milan. In 2024, it launched the inaugural Golden Boomerang Awards — a global tournament for affiliate teams. More than 400 affiliate teams participated in the second season of the tournament in 2025. The agency launched six new products in 2024-2025, contributing to a nearly 1.5-fold increase in product users.
The agency’s client portfolio contains 13+ brands offering affiliate and entertainment services across 40+ markets in compliance with local regulations. These products provide personalized bonuses and 24/7 multilingual support.
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