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The World eSports Market: 2019-2025 Analysis & Outlook – Underage eSports Gambling Leading to Stringent Government Regulations

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The World eSports Market: 2019-2025 Analysis & Outlook - Underage eSports Gambling Leading to Stringent Government RegulationsReading Time: 4 minutes

 

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

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Arena Racing Company awarded United Arab Emirates Gaming-Related Vendor License

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Arena Racing Company (ARC) has been granted a Gaming-Related Vendor license from the United Arab Emirates’ General Commercial Gaming Authority (GCGRA), an independent entity of the UAE Federal Government with exclusive jurisdiction to regulate, license, and supervise all commercial gaming activities.

The license, operational with immediate effect, affords ARC the opportunity to provide its products and services to licensed operators in the region. Notably, the Racing1 Markets service, an all-in-one horse and greyhound racing solution delivered in conjunction with Racing1 alliance media rights partners at 1/ST CONTENT, Racecourse Media Group (RMG), and Tabcorp, alongside technical partner Pythia Sports. ARC has been added to the list of licensed vendors as per the GCGRA website.

Jack Whitaker, Commercial Manager at ARC, said: “Obtaining this license is a great achievement for ARC and its Racing1 partners. The emerging regulated UAE market is incredibly exciting, and we look forward to showcasing our innovative products and services in the region.”

The post Arena Racing Company awarded United Arab Emirates Gaming-Related Vendor License appeared first on Gaming and Gambling Industry Newsroom.

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Play’n GO games now live with Ivy Casino in the UK

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Swedish gaming giant’s industry signals commitment to the UK regulated market by launching it leading portfolio of games with Ivy Casino 

Play’n GO, the world’s leading casino entertainment provider, has today announced that its industry leading portfolio of games is now live with Ivy Casino in the UK. 

Ivy Casino’s players in the United Kingdom can now access global smash hits from Play’n GO, including Book of Dead, Legacy of Dead, and Rise of Olympus 100 among many others. 

Ivy Casino is a UK-facing online casino brand that launched in 2024 with a focus on delivering a premium, player-centric experience tailored specifically for the UK market. 

The brand operates alongside two sister sites, Rose Casino and O’Reels, which also serve UK audiences and share the same commitment to high-quality entertainment, strong user experience and robust responsible gaming standards. 

Play’n GO has been one of the leading game suppliers in the UK for many years and is steadfast in its commitment to regulated markets globally. 

Magnus Olsson, Chief Commercial Officer of Play’n GO, said:

“We are delighted to launch with Ivy Casino in the UK who, like us, are focused on all the key elements of operating within a regulated market framework. I’m sure this is just the beginning of a long and fruitful partnership.” 

Mark Good, representing Ivy Casino, said:

“This partnership with Play’n GO forms part of Ivy Casino’s ongoing strategy to enhance its content offering for UK players by collaborating with leading studios known for creative, engaging gameplay.” 

Play’n GO is a proud sponsor of the Moneygram Haas Formula 1 team, and recently launched a fashion brand, Play’n GO Shop, to sit alongside its existing Play’n GO Music brand to give fans more ways to connect with Play’n GO. 

In October, Play’n GO set a world record by launching everyone’s favourite slot character, Garga, into space reaching a height of over 35,500m as part of the launch campaign for Reactoonz 100 which instantly became one of the biggest game launches of the year for the company. 

The post Play’n GO games now live with Ivy Casino in the UK appeared first on Gaming and Gambling Industry Newsroom.

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Esportes da Sorte strengthens brand presence during New Year’s Eve celebrations across four Brazilian capitals

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Esportes da Sorte, one of Brazil’s leading online betting platforms, will be the official sponsor of New Year’s Eve celebrations in four Brazilian capitals: Salvador, Recife, Natal and Maceió. The initiative reinforces the brand’s growing presence in the national cultural calendar and its strategy to connect with large-scale public celebrations beyond the digital environment.

New Year’s Eve is one of Brazil’s most significant annual moments, marked by intense domestic travel, international tourism and mass public participation. By supporting celebrations in four key destinations, Esportes da Sorte aligns its brand with tradition, culture and shared experiences that resonate deeply with local communities.

“Sponsoring New Year’s Eve celebrations in four capitals reflects our commitment to being present in moments that bring people together,” said Marcela Campos, Vice President of the Esportes Gaming Brasil Group, owner of the Esportes da Sorte brand. “Supporting these cities means valuing their cultural identity, strengthening local ecosystems and celebrating the people who keep these traditions alive year after year.”

Across all four capitals, the brand will activate its presence through immersive experiences, public-facing activations and the distribution of branded giveaways — a hallmark of Esportes da Sorte’s engagement strategy at major events. The activations are designed to enhance the festive atmosphere while reinforcing the brand’s connection with culture, entertainment and responsible enjoyment.

The New Year’s Eve sponsorships build on Esportes da Sorte’s broader cultural engagement strategy, which includes long-standing support for large-scale events such as Carnatal, in Rio Grande do Norte — a key fixture in the state’s tourism and cultural calendar. Together, these initiatives reflect the company’s commitment to expanding its footprint in cultural sponsorships nationwide.

Esportes da Sorte’s participation also mirrors a wider trend within Brazil’s regulated betting market, as operators increasingly diversify their sponsorship portfolios beyond football. Music, festivals and cultural celebrations have become strategic platforms for brands seeking broader visibility, deeper community ties and more sustainable engagement with the public.

The post Esportes da Sorte strengthens brand presence during New Year’s Eve celebrations across four Brazilian capitals appeared first on Gaming and Gambling Industry Newsroom.

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