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Global Esports Market (2022 to 2030) – Size, Share & Trends Analysis Report

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The “Global Esports Market Size, Share & Trends Analysis Report by Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), by Region, and Segment Forecasts, 2022-2030” report has been added to ResearchAndMarkets’ offering.

The global esports market size is expected to reach USD 12,494.3 million by 2030, registering a compound annual growth rate (CAGR) of 21.9% from 2022 to 2030. The increasing mobile usage in emerging countries, rising awareness regarding esports, and increasing popularity of video games are expected to fuel the market growth during the forecast period.

Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers. The increasing investments from commercial partners and substantial audience growth have resulted in revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Moreover, the growing partnerships, acquisitions, and mergers have projected strong growth in the esports market.

The streaming platforms, such as Twitch, have attracted viewers by streaming esports and gaming. The esports tournaments have fascinated athletes and celebrities and have drawn a broad audience’s attention. Additionally, esports and gaming make it easy to draw the attention of enthusiastic and young viewers who are hard to reach through traditional media channels. The ability to grab the attention of the young and enthusiastic audience has attracted many brands to invest in esports events in sponsorships and advertising. The interest of investors has increased with the centralization of an Esports team, rising audience, and the introduction of a more franchise-style league. The rising interest of brands in esports teams to reach potential customers is expected to drive market growth during the forecast period.

In addition to sponsorship, ticket sales and merchandise are essential revenue segments that drive the esports market’s growth. The franchisee is focusing on hosting local events that include fans in stadiums, generating significant revenue, thus contributing to the further development of the esports market. The Esports apparel market has witnessed substantial growth due to a growing fanbase, league-level merchandise deals, and increased retail presence.

The esports teams no longer have to rely on winning competitions as teams can independently sell their merchandise to their fans. For instance, Ralph Lauren partnered as the apparel partner for G2 Esports. One of G2 Esports’ famous players, Martin’ Rekkles’ Larsson, was featured in Ralph Lauren’s Wimbledon Campaign. G2 and Ralph Lauren partnered across several campaigns and events and produced a range of digital-first activations on Twitch and TikTok.

Esports Market Report Highlights

  • The sponsorship segment held the largest share of esports market revenue in 2021, representing around 40.0%. Through sponsorships, brands can reach potential customers directly via online and offline media channels.
  • The media rights segment, which generates significant revenue, is expected to expand at the highest CAGR of over 23.0% during the forecast period. The numerous leagues, championships, and events that usually occur on various streaming platforms are expected to generate considerable revenue from media rights.
  • The Asia Pacific region is expected to gain a significant market share in the forecasted period. The countries such as China and South Korea are anticipated to play a vital role in developing the esports ecosystem in the region..

Key Topics Covered:

Chapter 1. Market Segmentation and Scope

Chapter 2. Executive Summary & Market Snapshot

Chapter 3. Esports Industry Outlook, Trends & Scope
3.1 Market Introduction
3.2 Esports-Market Size and Growth Prospects
3.3 Esports-Value Chain Analysis
3.4 Esports-Market Dynamics
3.4.1 Market Driver Analysis
3.4.1.1 Increasing mobile usage in the gaming industry
3.4.1.2 Increasing number of tournaments and prize pool
3.4.1.3 Franchise model: a big shift in Esports industry
3.4.2 Market Restraint Analysis
3.4.2.1 Cyberattacks
3.4.2.2 Threats in Esports gambling/betting
3.4.3 Market Opportunity Analysis
3.4.3.1 Cloud gaming enabling new opportunities
3.4.4 Market Challenges Analysis
3.4.4.1 Lack of standardization
3.4.4.2 Infrastructure concerned
3.5 Esports-Penetration & Growth Prospect Mapping
3.6 Business Environment Analysis Tools
3.6.1 Pest Analysis
3.6.2 Porter’s Five Force Analysis
3.7 Tencent Games: Gaining an Upper Hand In Esports Industry
3.8 Esports: A Long Term Business Opportunity For Brands
3.9 Major Esports tournaments in various regions
3.9.1 The Americas
3.9.2 Europe
3.9.3 Asia Pacific
3.9.4 Middle East & Africa

Chapter 4. Consumer Behaviour Analysis
4.1 Esports Demographics
4.1.1 Gender
4.1.2 Age
4.2 Media Consumption Habits
4.2.1 Streming Platform Analysis
4.3 Esports Audience Opportunity Analysis

Chapter 5. Esports Revenue Source Outlook
5.1 Market Size Estimates & Forecasts and Trend Analysis, 2018-2030 (Revenue, USD Million)
5.2 Esports Market: Revenue Source Movement Analysis
5.2.1 Sponsorship
5.2.1.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.2 Advertising
5.2.2.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.3 Merchandise & Tickets
5.2.3.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.4 Publisher Fees
5.2.4.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.5 Media Rights
5.2.5.1 Market estimates and forecast by region, 2018-2030 (USD Million)

Chapter 6. Regional Estimates & Trend Analysis

Chapter 7. Competitive Analysis
7.1 Key Global Players, Recent Developments & Their Impact on the Industry
7.2 Key Company Categorization (Sponsorship, Media Rights, and Esports Teams)
7.3 Key Company Analysis, 2021

Chapter 8. Competitive Landscape
8.1 Activision Blizzard, Inc.
8.1.1 Company overview
8.1.2 Financial performance
8.1.3 Product benchmarking
8.1.4 Recent developments
8.2 Electronic Arts Inc.
8.2.1 Company overview
8.2.2 Financial performance
8.2.3 Product benchmarking
8.2.4 Recent developments
8.3 Gameloft SE
8.3.1 Company overview
8.3.2 Financial performance
8.3.3 Product benchmarking
8.3.4 Recent developments
8.4 HTC Corporation
8.4.1 Company overview
8.4.2 Financial performance
8.4.3 Product benchmarking
8.4.4 Recent developments
8.5 Intel Corporation
8.5.1 Company overview
8.5.2 Financial performance
8.5.3 Product benchmarking
8.5.4 Recent developments
8.6 Modern Times Group (MTG)
8.6.1 Company overview
8.6.2 Financial performance
8.6.3 Product benchmarking
8.6.4 Recent developments
8.7 Nintendo of America Inc.
8.7.1 Company overview
8.7.2 Financial performance
8.7.3 Product benchmarking
8.7.4 Recent developments
8.8 NVIDIA Corporation
8.8.1 Company overview
8.7.2 Financial performance
8.8.3 Product benchmarking
8.8.4 Recent developments
8.9 Tencent Holdings Limited
8.9.1 Company overview
8.9.2 Financial performance
8.9.3 Product benchmarking
8.9.4 Recent developments
8.10 Valve Corporation
8.10.1 Company overview
8.10.2 Financial performance
8.10.3 Product benchmarking

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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Game Lounge Injects Kawaiiness to Flagship Japanese Website

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Malta-based Game Lounge rebranded and redesigned its Japanese online casino affiliate website to target the local audience better and stay ahead of competitors.

The rebranding saw the brand name change from JapaneseCasino to JAPACASI as a commitment to Japanese users’ tendency towards word blends.

Japanesecasino .com was first launched in Japan in 2016 with the vision of a European product embedded in Japanese ideas. Following a market growth spurt, it was apparent to the company that the current Eurasian UI/UX of the website had to undergo an extensive redesign to stay ahead of its competitors in this ultra-competitive market.

Game Lounge’s Team Japan, consisting of seven native Japanese nationals, felt the new design should capture the overwhelming sensory experience that Japanese consumers are accustomed to with animated banners, clashing colours, vivid images, and a more central focus on the current Kawaii characters.

Jonas Cederholm, CEO of Game Lounge, said: “Localisation is crucial for any international company operating in a variety of countries. While this has always been at the forefront of our approach, we felt we could go further by rebranding and redesigning.

“At Game Lounge, we are privileged to have seven Japanese working for the company, and it made sense for us to listen to the team and work on how we should adapt to attract more local punters with our understanding of the nuances of the market.”

Rika M., Site Manager for Japan, said: “I received much intimate feedback from our partner casinos about the type of advertising they want for their brands in this unique market, which has allowed us to create a new website that has better conversion elements in this market.”

The website already has an established collection of Kawaii characters, which have become recognisable mascots for the brand in Japan. With the new JAPACASI, these characters are further developed with more affluent personalities and more prominence to resonate with the local culture.

JAPACASI is a testament to the chemistry between the Japanese team and the brilliant European and international minds of Game Lounge’s Malta office.

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Update of the Danish Gambling Authority’s guide on responsible gambling

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The Danish Gambling Authority’s guide on responsible gambling has been updated on 6 December 2022 to version 1.4. The changes primarily include information for players and the duty to pay attention. In addition, there are minor changes to the general information on responsible gambling, for example figures from the latest prevalence survey on gambling have been added.

Information for players

The guide on the Danish Gambling Authority’s labeling scheme and on the information licence holders must provide to players has undergone an update. For online casinos and online betting, the information on deposit limits is detailed and for land-based casinos there is, among other things, additional guidance on information for players and marketing in case of self-exclusion from the casino.

Duty to pay attention

The section on the duty to pay attention and interventions towards players has also been updated, among other things the guidance on VIP programs and use of bonus offers has been expanded.

Finally, the guidance has undergone a general revision.

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Esports Entertainment Group Announces Leadership Changes and Business Update

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Esports Entertainment Group, Inc. announced the departure of Grant Johnson from his position as Chairman and Chief Executive Officer, effective December 3, 2022. The Board of Directors has identified several candidates to be the Company’s next CEO, and these candidates are currently going through the evaluation process. The Company has identified a preferred candidate for interim/acting CEO, and we will make a formal announcement naming this individual in the coming days pending a formal approval by the Nominating and Corporate Governance Committee. The Company has also announced Jan Jones Blackhurst as Chair of the Board of Directors.

“Grant recognized the value of esports and online gambling and founded EEG on that basis. On behalf of the Board, we wish him well,” said Ms. Jones Blackhurst. “The Company is looking forward to bringing in new leadership to work with Board to realize the full potential of our acquired esports businesses.”

Sale and Restructuring in the iGaming Business

The Company has made significant progress in recent months reducing costs and considering strategic options for iGaming assets that do not contribute to profits and cash flow. The progress includes:

  • Sale of the Company’s online casino business in Spain. The sale of the online casino business in Spain is expected to close on December 12, 2022. The proceeds from the sale, net of commissions, will be used primarily to pay down the principal on the Senior Convertible Note.
  • Closing of the Argyll iGaming operations in the United Kingdom and Ireland on December 7, 2022, due to high costs to operate in these markets and an inability to generate profits.
  • Initiation of a process to evaluate the strategic options for the iGaming business, including exploring a sale of iGaming assets due to increasing regulatory burdens and competition. Our new CEO will be tasked with assessing the value of the iGaming assets and determining next steps.

Other Key Announcements

The Company continues to execute on its plan to be publicly listed on Nasdaq, while restructuring its debt and capitalizing on its esports assets:

  • The Company announced that it obtained approval for continued listing on the Nasdaq. The Company’s continued listing on Nasdaq is subject to evidencing compliance with Nasdaq requirements by March 31, 2023.
  • The Company is in discussions with its debt holder to restructure its payment obligations, including but not limited to eliminating the derivative liability on its consolidated balance and addressing the Company’s default status under the debt. The Company is optimistic that an agreement can be reached to the benefit of both parties in the near term.
  • The Company recently received a non-binding letter of intent from a third party that offered to merge its assets, including intellectual property, with that of the Company. The combined company would focus on growing esports revenues. The proposal is currently under consideration by the Company.
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