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eSport Market Is Expected To Reach around USD 5.48 Billion by 2030, Grow at a CAGR Of 21.0% during Forecast Period 2023 To 2030 | Data By Contrive Datum Insights Pvt Ltd.

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The Global eSports Market Size Was Valued at USD 1.22 Billion In 2021. The Market Is Projected To Grow From USD 1.44 Billion In 2022 To USD 5.48 Billion By 2030, Exhibiting A CAGR Of 21.0% During The Forecast PeriodWe found that the global market for eSports grew by an average of 15.4% between 2019 and 2020.

The market is growing because more games are being streamed live, big investments are being made, more people are watching, more people are getting involved, and league tournaments have better infrastructure. Because gamers, organisers, influencers, and game developers are getting better at what they do, there are more ways to make money in the market. Electronic sports can be a profession because they have big international prize pools and make money from streaming.

Also, colleges and universities have started to offer programmes that are designed to turn out skilled workers.

Recent Developments:

  • In August 2021: Gameloft partnered with ESL Gaming to enhance the mobile electronic sports-native sponsoring solutions.
  • In July 2021: Intel collaborated with the International Olympic Committee to increase the focus on hosting one of the major virtual competitions as a kickoff to the Games. The electronic sports event was mainly scheduled to be held in Katowice, a city of approximately 3,00,000 individuals in Poland, a month before the Olympic Games.
  • In June 2021: Gameloft partnered with Epik Prime, an NFT platform functioning with AAA gaming organizations & large entertainment IP and brands, which focused on launching a racing-themed set of archives within the mobile racing game Asphalt 9.

Segment Overview

Streaming Insights

There are two main types of streaming: live streaming and on-demand streaming. During the period covered by the forecast, live streaming is expected to make up the biggest part of the segment. As more attention is paid to getting fans involved, live electronic sports events are likely to become more popular. Also, as the number of smartphone users grows, more people are likely to watch live tournaments of electronic sports.

People want more entertainment at home, so video-on-demand is likely to grow quickly over the next few years. People watch more games on Over-the-Top (OTT) platforms than live because they can watch the game whenever they want. Because of this, the video-on-demand part of this business is likely to grow.

Revenue Streaming Insights

Depending on how the money comes in, the market is split into media rights, advertising, sponsorship, ticket and merchandise sales, game publisher fees, and other categories. The media rights segment is expected to gain the most market share during the time frame of the forecast. Many media companies are putting money into these games because the industry is growing and more than 380 million people around the world watch them.

Sponsorship and advertising are expected to grow quickly during the time frame of the forecast. The team that pays for the platform is putting money into it to build its brand as the number of viewers grows. In the same way, many apps that let you play games have ads in them to make more money.

Gaming Genre Insights

Based on the type of game, the market is split into real-time strategy games, first-person shooter games, fighting games, multiplayer online battle arena games, mass multiplayer online role-playing games, and other types. During the time frame of the prediction, the market for first-person shooter games is expected to grow a lot. Many different game providers offer a huge number of first-person shooter games. The 3D worlds in the games of the past looked real.

Fighting games will get better in a lot of ways. Because it is used in virtual and video games, it is becoming more popular on the market.

Over the next few years, multiplayer online battle arena games will grow quickly because they are fun and profitable. Since multiplayer is becoming more and more popular, it is likely to grow.

Regional Outlook:

In 2021, North America had the largest share of the market. There are a lot of online gamers in this area, which should help the business grow. The largest companies in the area are Activision Blizzard, Inc., Riot Games, Inc., X1 Esports and Entertainment Ltd., and others. To stay ahead of the competition and meet customer needs, they spend a lot of money on research and development.

Asia-Pacific is likely to grow a lot over the next few years. Because of how quickly sports events are moving to digital platforms for entertainment, countries like China, Japan, and India are likely to have a high demand. Electronic sports are becoming more popular because the gaming and entertainment industry in Asia and the Pacific has so many opportunities.

Most European countries have a strong sports market, which is likely to give companies that offer online sports platforms more ways to make money. Fans are always looking for new ways to play games. In the same way, a lot of different people are investing a lot in this market in Europe because it has a growing audience and a higher return on investment.

Scope of Report:

Report Attributes Details
Growth Rate CAGR of 21.0% from 2023 to 2030.
Revenue Forecast by 2022                        USD 1.44 Billion
By Streaming Type On-demand, Live, Others
By Revenue Streaming Game Publisher Fees, Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Others
By Gaming Genre Real-time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-playing Games, Others
By Companies  Sony Group Corporation (Japan), Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.)
Regions and Countries Covered
  • North America: (US, Canada, Mexico, Rest of North America)
  • Europe(Germany, France, Italy, Spain, UK, Nordic Countries, Benelux Union, Rest of Europe)
  • Asia-Pacific (Japan, China, India, Australia, South Korea, Southeast Asia, Rest of Asia-Pacific)
  • The Middle East & Africa(Saudi Arabia, UAE, Egypt, South Africa, Rest of the Middle East & Africa)
  • Latin America(Brazil, Argentina, Rest of Latin America)
  • Rest Of the World
Base Year  2022
Historical Year  2017 to 2022
Forecast Year  2023 to 2030

Trends:

Advertisements aimed at people who watch electronic sports, like those shown during live streams on online platforms or electronic sports TV, bring money into this market.

Advertising is likely to bring in a lot of money in the coming years as more people watch online platforms like YouTube and Twitch.

Streamlabs says that in 2018, the most money was made by YouTube and Twitch. Twitch had 4.32 million quarterly active streamers, while YouTube had 1.13 million.

So, as the number of streamers grows, advertising-related content is likely to increase, which will help the market make money.

Driving Factors:

Because technology is always getting better, people all over the world have become dependent on smartphones, other high-tech gadgets, and the internet. Because so many people want to play games, video game companies have moved to a model where they make money over and over again. Also, as technology keeps getting better, there are more and more video game tournaments, virtual reality products, and people spending a lot of money on video content all over the world.

The online gaming market is growing because more people are using advanced gaming technologies, people have different tastes in entertainment, and more people want to play games on their phones. Because more people have smartphones and the internet is better, the number of players has grown quickly.

Restraining Factors:

LED computer monitors can cause metabolic disorders, and gambling addiction and social behaviour disorders can cause psychological problems in gamers.

A recent study by Zwiebel et al. on the health effects of electronic sports players found that they are more likely to get back, neck, and upper limb injuries. The same thing can happen if you spend too much time in front of a computer screen. Most of these problems happen because these players don’t move around much and stand in an awkward way.

Key Segments Covered:

Top Market Players:
Sony Group Corporation (Japan), Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.), and others.

By Streaming Type

  • On-demand
  • Live
  • Others

By Revenue Streaming

  • Game Publisher Fees
  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Others

By Gaming Genre

  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others

Regions and Countries Covered

  • North America: (US, Canada, Mexico, Rest of North America)
  • Europe: (Germany, France, Italy, Spain, UK, Nordic Countries, Benelux Union, Rest of Europe)
  • Asia-Pacific: (Japan, China, India, Australia, South Korea, Southeast Asia, Rest of Asia-Pacific)
  • The Middle East & Africa: (Saudi Arabia, UAE, Egypt, South Africa, Rest of the Middle East & Africa)
  • Latin America: (Brazil, Argentina, Rest of Latin America)
  • Rest Of the World

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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WinSpirit Redesigns VIP Experience to Drive Retention and Long-Term Player Value

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Player loyalty is evolving — and so is WinSpirit’s approach. They’ve unveiled a fully redesigned VIP program, merging loyalty mechanics and exclusive rewards into one clear, gamified journey. The goal? Drive deeper engagement, long-term satisfaction, and higher lifetime player value (LTV) through transparency and simplicity.

This combination of permanent progression and time-limited campaigns positions WinSpirit’s VIP Club as a modern retention tool — one designed to reduce churn while giving players a clearer sense of achievement.

Data-Driven Response

The updated VIP model is a direct response to user behavior and feedback. WinSpirit observed that, for some users, the previous program might have been a little complex — primarily due to separated loyalty levels and the pressure of maintaining temporary statuses. So the brand decided to simplify the progression path.

“We consistently listen to our players, and their desire to retain earned progress was clear,” said a WinSpirit representative. “This redesign is our commitment to them—we’re replacing complexity with simplicity, ensuring every player feels valued and their long-term journey is rewarding.”

How the New VIP Club Works

The redesigned VIP Club merges lifetime progress with seasonal engagement to create a system that rewards both consistency and activity. Players unlock a permanent VIP status that never resets — a key benefit that builds trust and long-term motivation.

On top of this, rotating seasonal levels introduce fresh challenges and time-limited bonuses that keep engagement high. Even when players take a break, their status stays — removing pressure and encouraging steady play.

All progression and rewards are tracked in a centralized VIP dashboard, giving players full visibility and control without the need to contact support. This clarity minimizes friction and churn.

Seasonality as a Strategic Engagement

WinSpirit’s new format introduces quarterly campaigns, each with a dedicated theme and bonus structure. The current activation, Flame of Thrill, designed to re-ignite player motivation during autumn campaigns, features:

  • Increased cashback tiers and deposit insurance
  • Personalized bonuses and access to exclusive promotions
  • Limited seasonal rewards and much more

Even for long-term players, these rotating seasons bring something new — keeping the program exciting well beyond the first few tiers.

Why It Matters for Business

From a business perspective, the redesigned VIP Club introduces several measurable advantages:

  • Increased retention (reduced status loss anxiety).
  • Higher LTV (steady progression over time).
  • More consistent activity (recurring seasonal goals).
  • Fewer negative touchpoints (clear rules).

The introduction of a permanent VIP threshold (VIP Iron) creates a strong psychological anchor for re-engagement — aligning well with known gamification strategies in product design.

Overall, WinSpirit’s transformation reflects a broader commitment to listening to players. The brand is shifting toward a more sustainable model that fosters long-term relationships through clarity, fairness, and flexible progression. It’s a big step toward a smarter, player-first future — where loyalty is truly rewarded, and progress never goes unnoticed.

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INSPIRED UNVEILS GOLD CASH FREE SPINS SUPER WHEEL™ FEATURING THE REVOLUTIONARY PLAYER LINK™ MECHANIC

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Inspired Entertainment, Inc. (NASDAQ: INSE), a leading B2B provider of gaming content, systems, and solutions, has launched Gold Cash Free Spins Super Wheel, a supercharged evolution of Inspired’s classic hit slot, Gold Cash Free Spins. Available across the UK and Malta iGaming markets.

Gold Cash Free Spins Super Wheel introduces a new industry-first shared bonus mechanic named, Player Link (United States Patent No. 12,350,596). For the first time, players can share and compete in the anticipation and excitement of a bonus trigger in the form of the Super Wheel. This innovative mechanic generates a sense of community and competition, delivering the lucrative “Super Bonus” to a winning player, before resetting and starting the competition all over again.

Set on 5×4 reels with 40 win-lines, the game combines the much-loved Gold Cash Free Spins gameplay with electrifying new features. The shared Super Wheel awards instant cash prizes, lucrative Super Cash rewards, or triggers the high-value Super Bonus. Each spin of the super wheel builds suspense, with segments that progressively upgrade to increase the chances of hitting the Super Bonus. The Super Bonus awards eight Super Free Spins featuring only the highest-paying symbols and dramatic Wild Spins, with Wilds dropping onto the reels for big win potential.

Steven Collett, Chief Product Officer at Inspired Entertainment, commented: “Gold Cash Free Spins Super Wheel is a major leap forward in slot innovation. With the revolutionary Player Link mechanic, we’ve created a shared, community-driven experience that builds excitement for every player. This game blends the trusted Gold Cash Free Spins brand with fresh, competitive gameplay designed to engage players and deliver strong results for operators. We’re excited to see its performance and look forward to launching more fun content, featuring our groundbreaking Player Link technology. Each title will incorporate the Super Wheel as a consistent feature while offering a distinct Super Bonus aligned with the game’s theme.”

With escalating rewards, shared excitement, and iconic features, Gold Cash Free Spins Super Wheel sets a new benchmark for iGaming. It combines big wins, big action, and a shared sense of fun, to keep players engaged and highly entertained.

The post INSPIRED UNVEILS GOLD CASH FREE SPINS SUPER WHEEL™ FEATURING THE REVOLUTIONARY PLAYER LINK™ MECHANIC appeared first on European Gaming Industry News.

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Wagercomms and Million Games Launch Hard Eight Poker™ – A Fast, Strategic Table Experience

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Million Games, in partnership with Wagercomms, has officially launched Hard Eight Poker, a high-speed, strategic casino table game that combines classic card play with dual progressive jackpots and sleek, mobile-first design.

Developed under the Million Stars partner program, Hard Eight Poker represents the next step in Wagercomms’ mission to deliver proprietary, high-performing table content for online operators.

The game introduces a dynamic mix of Ante betting, Red/Black decisions, and optional Progressive Eight side bets, giving players the freedom to raise, insure, or cash in at every stage. With multi-tier payouts — including 5:1 for a Pair of Eights, 25:1 for a Hard Eight, and 50:1 for Triple Eights — the action builds round after round.

“Hard Eight Poker delivers exactly what today’s casino audience wants — something fast, strategic, and fair,” said Thomas Nimstad, CEO of Million Games. “Wagercomms has created a table game that’s easy to learn but layered with strategic depth, giving operators a powerful new addition to their lobbies. It’s the perfect example of how the Million Stars program helps studios like Wagercomms transform great concepts into market-ready games”

Following Draw Sevens, Hard Eight Poker marks the next milestone for Wagercomms under its Wagercomms Originals series — a growing portfolio designed for lasting player engagement and differentiation in slot-heavy environments.

“With Hard Eight Poker, we wanted to create a table game that feels familiar but plays with a fresh edge — fast, strategic, and designed for the modern player,” said Peter Bengtsson, CEO of Wagercomms. “Working with Million Games allowed us to focus on gameplay depth and balance, while their platform and publishing expertise helped us bring it to operators worldwide.”

With a 2.74% house edge, mobile-first design, and certified RNG, Hard Eight Poker is now available for integration via Million Games, offering both casual and competitive players an elevated table experience.

The post Wagercomms and Million Games Launch Hard Eight Poker™ – A Fast, Strategic Table Experience appeared first on European Gaming Industry News.

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