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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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S8UL Esports Unveils Power-Packed Call of Duty: Mobile Roster, sets its sights on national and international CODM glory

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This strategic move underscores S8UL’s unwavering commitment to expanding its presence across diverse video gaming titles

S8UL Esports, a global name in esports and gaming content, is thrilled to make its mark in the Call of Duty: Mobile (CODM) competitive scene with a formidable lineup of battle-hardened veterans. This new roster is primed to take on the best in the world and solidify S8UL’s position as a powerhouse in CODM esports.

The new S8UL CODM roster features:

  • Zeel Patel (Neutrino)
  • Samruddha Ghadge (SAMs)
  • Samartha Ghadge (JOKOs)
  • Rishi Dubey (Trunks)
  • Glenn Varshan (Ghost)
  • Chiranthan Shetty (BurnZ) – Team Coach

The roster boasts an enviable mix of experience, firepower, and tactical prowess. Neutrino and Trunks, in particular, have already made history by being part of their earlier lineup that secured a runner-up finish at the Call of Duty: Mobile World Championship 2023. Their journey to the grand final included a defining 3-2 victory over North American giants Luminosity Gaming, highlighted by a spectacular 7-0 sweep on Meltdown in the decisive Search and Destroy match, one of the most memorable moments in Indian CODM esports history.

Commenting on the team’s latest foray into CODM, Animesh Agarwal, Co-Founder of S8UL, said: “At S8UL, our vision has always been clear—whenever we enter a title, we aim to set the stage on fire, not just nationally but globally. CODM is no different. We’ve built a team we have immense confidence in, and I look forward to supporting them in reaching their full potential. This is an exciting new chapter for us, and we can’t wait to make our mark.”

With a squad filled with veterans who have competed at the highest levels of CODM, S8UL is ready to shake up the competitive landscape. The team will be making its debut in upcoming high-stakes tournaments, setting its sights on national and international championships and bringing laurels for the country.

“Joining S8UL is a massive opportunity for all of us. With the organization’s backing and vision, we have everything we need to push our limits, refine our strategies, and take on the toughest competition. We have the experience, the hunger, and the skill to compete with the best in the world, and we can’t wait to prove it on the battlefield and make the country proud on the global CODM stage,” said Zeel Patel aka Neutrino, IGL

Recently, S8UL made headlines by announcing its expansion into VALORANT with a star-studded roster, reinforcing its ambitions in the FPS competitive scene. S8UL Esports, renowned for its dominance in both competitive gaming and content creation, has already made waves in titles like Pokémon UNITE. With multiple Esports Awards and MOBIES wins to its name, the organization continues to expand its presence in the global gaming scene. The addition of a high-caliber CODM roster marks another significant step in its esports journey, reinforcing its commitment to elevating Indian esports on the world stage.

As S8UL Esports embarks on this exciting new chapter, the organization remains steadfast in its mission to set new benchmarks and create unforgettable moments in the world of esports. Stay tuned as S8UL Esports prepares to unleash its Call of Duty: Mobile roster onto the competitive circuit, with one mission in mind—victory.

 

The post S8UL Esports Unveils Power-Packed Call of Duty: Mobile Roster, sets its sights on national and international CODM glory appeared first on European Gaming Industry News.

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ITL Spain welcomes new Customer Support Advisor

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Innovative Technology Ltd. (ITL) are pleased to welcome Àlex Ventura Vilalta Customer Support Advisor, to their operations in Barcelona, Spain.

Àlex’s role is to provide first line customer support and advice to ITL’s customers in the region. The company has two main divisions; cash validation equipment and age & identity verification technology.

Commenting on ITL’s latest appointment, Bohke Otten, Senior Support Engineer for ITL said, “I am delighted to welcome Àlex to the team. He brings extensive help desk experience from previous roles so is accustomed to providing excellent customer service and solving technical problems. Àlex is already proving to be a key part of the support team and he has a fantastic rapport with our customers. His appointment further strengthens our ability to provide customers with a local, dedicated contact for technical assistance and advice.”

Commenting on his new role with ITL Àlex said, “In September 2024, I had the privilege of joining Innovative Technology as Customer Support Advisor for the Spanish market. I was attracted to ITL by its rich history, innovative cash validation products and forward-looking vision. I am working with various products such as the NV22S, Spectral Payout and SMART Coin System offering support to both retail and gaming customers ensuring that each interaction is positive and productive. I attended my first ITL exhibition, ICE Gaming in Barcelona, at the beginning of the year which was a great experience and enabled me to meet some of our customers face-to-face. I have always been fascinated by technology and how it can transform the way we do things and enjoy helping customers overcome technical challenges, so I am very excited to be part of this great team.”

Concluding Bohke said. “With an educational background in systems, networks and application development, Àlex has the technical expertise and knowledge to maintain the high level of customer support that our customers are familiar with. He values the importance of precision and efficiency in customer service and is a real asset to the team. I look forward to working with him to further develop our business, continuing to provide our customers with first-rate technical support.”

 

The post ITL Spain welcomes new Customer Support Advisor appeared first on European Gaming Industry News.

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kwiff sponsors Millwall FC for FA Cup Clash with Crystal Palace

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kwiff, the super-charged sports betting service, is proud to sponsor Millwall FC in their FA Cup tie against Crystal Palace at Selhurst Park  tomorrow.

The game will be broadcast live on BBC One, presenting a prime opportunity to showcase the kwiff brand to a nationwide audience. This sponsorship aligns with kwiff’s ongoing mission to raise brand awareness across the UK and Ireland, bringing its Supercharged betting experience to more punters than ever before.

Tomorrow’s clash will be the eighth time the two sides have met in the FA Cup, with the Lions edging the head-to-head by four games to three.

Director of Acquisition at kwiff, Garry McGibbon, said: “We at kwiff are very pleased to partner with Millwall FC before their upcoming FA Cup clash at the weekend. We’ll have our fingers crossed The Lions can Supercharge their way into the next Round!”

“We’re delighted to have kwiff on board for this weekend’s FA Cup Fifth Round tie against Crystal Palace,” added James Voisey, The Lions’ Head of Commercial. “The guys have been brilliant in throwing their support behind us, so here’s hoping they bring us luck and they’re on the winning side!”

The post kwiff sponsors Millwall FC for FA Cup Clash with Crystal Palace appeared first on European Gaming Industry News.

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