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The World eSports Market: 2019-2025 Analysis & Outlook – Underage eSports Gambling Leading to Stringent Government Regulations
Reading 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
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Quantum continues expansion streak with two director-level new hires
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One of betting and gaming’s best-known customer acquisition and comparison businesses, Quantum, has announced the next steps in its ambitious growth plan by welcoming two new director-level appointees.
Joining the business are Dimitris Papamichael as commercial director and Luke Watkin as marketing director – both in newly created roles. They come in alongside a full C-suite and a full team of new tech hires that continues a recruitment drive which began in 2023 – and reflects Quantum’s rapid and consistent growth throughout the last five years.
Papamichael will be responsible for all revenue-generating activities across the business in a pivotal leadership role. He’ll shape Quantum’s commercial strategy as the company diversifies into new verticals while maintaining its strong position in the iGaming sector. He’ll also lead an expanding team of commercial and sales managers.
Watkin will lead the development and execution of the marketing strategy across all business verticals. As marketing director, he’ll be instrumental in shaping Quantum’s marketing vision, building scalable systems, and delivering commercial impact as it expands into new markets. Watkin will build and mentor a high-performing marketing team and is also tasked with driving further recruitment.
Speaking of the appointments and new strategic direction, CMO James McCarthy said: “It’s a pleasure to welcome Dimitris and Luke to Quantum during what is undoubtedly a really fascinating time in our growth. From cementing our relationship with some of iGaming’s biggest names to helping us expand into exciting new sectors, both of our new Directors will be integral to the continued success of the business.”
Papamichael said: “I’m thrilled to be joining Quantum at such an exciting stage of its incredible growth journey. The company has already achieved so much, and there’s huge potential ahead as we expand into new markets and sectors. I can’t wait to work with the exceptionally talented team here to seize the many opportunities ahead and drive the next phase of growth.”
Watkin said: “I am delighted to join a business with such a proven track record of excellence in its core markets, as well as highly ambitious plans for strategic expansion into new markets and territories. I am looking forward to contributing towards building on the exceptional progress the team has made to date, and accelerating that growth in the years ahead.”
This people news comes hot on the heels of the company’s exciting rebrand news of last week, moving toward the “quantum” in QiH Group” as well as redefining the business’ purpose and strategic direction.
The post Quantum continues expansion streak with two director-level new hires appeared first on European Gaming Industry News.
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BETBY WRAPS UP EXPO YEAR WITH BEST SPORTSBOOK PROVIDER WIN AT SiGMA CENTRAL EUROPE B2B AWARDS
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BETBY has been named Best Sportsbook Provider 2025 at the SiGMA Central Europe B2B Awards, held during the prestigious SiGMA Central Europe event that took place from November 3-6 at Fiera Roma in Rome, Italy.
This accolade recognises BETBY’s continued commitment to excellence and innovation in sportsbook technology, reflecting the company’s efforts to deliver flexible, user-centric solutions that empower operators.
Over the past year, BETBY has continued to enhance its product portfolio with new sportsbook management tools, AI-powered features, and expanded coverage across major and niche sports. This latest recognition highlights the company’s dedication to setting new benchmarks in performance, scalability, and user experience.
Coinciding with the event, BETBY has also launched the second phase of its global campaign featuring world chess champion Magnus Carlsen, titled “Leaders Choose Leaders.” The campaign reinforces the shared values of insight, precision, and excellence, highlighting that in both chess and business, true leaders recognise and choose other leaders.
“We’re honoured to receive this recognition from SiGMA Central Europe. It’s a testament to the hard work, passion, and innovation of our entire team. Our goal has always been to build the best sportsbook infrastructure in the industry, and this award reinforces that we’re on the right path,” said Leonid Pertsovskiy, CEO at BETBY: “It also comes at a perfect moment, as we launch the second phase of our global campaign with Magnus Carlsen — ‘Leaders Choose Leaders’ — a message that perfectly reflects this achievement and our vision of leadership through excellence.”
Following previous wins across global industry events, including recent honours at SiGMA Euro-Med and SBC Summit Lisbon, this new distinction further cements BETBY’s position as a Tier-1 partner and technology provider in the iGaming sector.
To find out more about BETBY, visit: https://betby.com/
The post BETBY WRAPS UP EXPO YEAR WITH BEST SPORTSBOOK PROVIDER WIN AT SiGMA CENTRAL EUROPE B2B AWARDS appeared first on European Gaming Industry News.
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Counter-Strike 2, Dota 2, Fortnite, Fatal Fury: City of Wolves, UFL and More to Headline at the Games of the Future 2025
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Reinforcing the momentum of the latest evolution in gaming, Phygital International (PI), the exclusive rights holder and custodian of the Games of the Future (GOTF), announced the blockbuster titles that will be part of the Games of the Future 2025 in Abu Dhabi, 18-23 December.
Merging the speed and power of traditional sport with the skill and drama of esports, the Games of the Future 2025 will showcase the pinnacle of phygital competition. Athletes and fans will experience a unique format that blends real-world challenges with some of the world’s most iconic video games across 11 disciplines.
Counter-Strike 2 , the legendary tactical shooter, will anchor the Phygital Shooter competition, where players’ precision, strategy, and teamwork will be tested under intense pressure. A global icon of competitive gaming, Counter-Strike 2 will ignite the tournament’s digital stage with its signature intensity and legacy of fast-paced action. Alongside it, Dota 2, the iconic multiplayer online battle arena, will challenge teams in the MOBAPC competition, to demonstrate tactical mastery and resilience showcasing why it remains one of the most enduring and respected esports titles of all time.
The global sensation, Fortnite, with its vast global community and culture-defining impact, will headline the Battle Royale discipline. Its dynamic blend of survival and high-intensity action ensures that Battle Royale will deliver edge-of-the-seat drama, where only one club will be left standing taking the crown. Fatal Fury: City of the Wolves, one of the most storied franchises in fighting game history, will add a different kind of spectacle, combining precision, reflexes, and tactical prowess to determine the ultimate champion during the digital phase of the Phygital Fighting competition.
Alongside these flagship titles, this year’s Phygital Football competition at the Games of the Future, will feature the high-intensity, next-generation football title of UFL. Adding to the excitement, 3on3 Freestyle will headline the Phygital Basketball discipline, bringing its trademark street-style flair and fast-paced play to the tournament. Together, these dynamic disciplines will fuse virtual gameplay with real-world action, as athletes transition seamlessly between digital matches and on-field challenges, delivering a fast-paced showcase of skill, strategy, and teamwork that redefines competition in for a phygital era.
“Having these iconic titles at the Games of the Future 2025 marks a defining moment for both gaming and sport. This is where elite athleticism meets the creativity and energy of competitive gaming to create something truly extraordinary, demonstrating that phygital sport isn’t just the next chapter, it’s the future of global competition,” said Nis Hatt, CEO of Phygital International.
By combining some of the most iconic and globally recognized video games with the energy of live athletic challenges, GOTF 2025 will deliver an unparalleled sporting spectacle. Taking place at the Abu Dhabi National Exhibition Centre (ADNEC) from 18-23 December, the world’s leading phygital sports tournament will unite the world’s top phygital athletes for six days of competition, innovation, and entertainment. Alongside the tournaments, fans can expect immersive VR experiences, cutting-edge sports technology, cultural showcases, and interactive fan zones designed to celebrate the fusion of physical and digital worlds and create an unmissable experience.
The post Counter-Strike 2, Dota 2, Fortnite, Fatal Fury: City of Wolves, UFL and More to Headline at the Games of the Future 2025 appeared first on European Gaming Industry News.
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