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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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TrueLayer to Acquire Zimpler, Creating a European Pay by Bank Powerhouse

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TrueLayer, Europe’s leading Pay by Bank network, today announced that it has signed an agreement to acquire Zimpler, the fastest growing Pay by Bank network in the Nordics. The acquisition will bring together two of Europe’s most innovative Pay by Bank providers, further strengthening TrueLayer as a formidable force in the European payments industry.

This acquisition marks a pivotal moment in the evolution of Pay by Bank across Europe. By expanding TrueLayer’s pan-European network and deep expertise in payment technology with Zimpler’s strong position in the Nordic market, TrueLayer will be uniquely positioned to further accelerate the shift from legacy card payments to smarter, faster, and more secure payments via Pay by Bank.

The acquisition is another clear step forward for TrueLayer in its mission to build a powerful alternative to legacy payments in Europe, fostering greater competition, innovation and value for businesses and their consumers.

With some of the highest adoption rates of account-to-account (A2A) payments anywhere in the world, the Nordic region has been a proving ground for Pay by Bank. By acquiring Zimpler, TrueLayer will have more than 20 million users and will add coverage across key markets such as Sweden, Finland, and will add additional A2A capabilities through the Swish payment rail integration. This significantly strengthens TrueLayer’s pan-European network, accelerating the shift to smarter, safer, and more cost-effective payments.

Founded in 2012 by Johan Friis and Kristofer Ekman Sinclair, Zimpler has grown rapidly to become a Pay by Bank leader in the Nordics. TrueLayer is proud to welcome Zimpler’s founders and shareholders on this journey – joining the likes of Stripe, Northzone, and Tiger Global in backing its mission to transform the way the world pays.

“I am excited to welcome the Zimpler team to TrueLayer,” said Francesco Simoneschi, Co-founder and CEO of TrueLayer. We’ve long admired their progress, and we’re excited to add such an incredible group of builders and payment experts to the TrueLayer team We’re not just expanding our footprint in the Nordics – we’re combining talent, technology, and scale to accelerate Pay by Bank adoption across the continent, and further strengthening Pay by Bank as a force of disruption that is changing how the world pays.

Joining forces with TrueLayer is a fantastic opportunity to build the leading Pay by Bank provider in Europe” said Johan Strand, CEO of Zimpler. “TrueLayer has a proven track record of innovation and a powerful network. Our combined strengths will allow us to offer an even more compelling proposition to the market. Joining TrueLayer will enable us to reach new heights and drive the next wave of growth in the industry. At the same time, we remain firmly anchored in Sweden, with our local licence and expertise ensuring continuity for our customers.”

The post TrueLayer to Acquire Zimpler, Creating a European Pay by Bank Powerhouse appeared first on European Gaming Industry News.

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SPORTRADAR AWARDED UNITED ARAB EMIRATES LICENSE

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Sportradar Group AG (NASDAQ: SRAD) has been granted a gaming-related vendor license from the United Arab Emirates’s General Commercial Gaming Regulatory 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 Sportradar the opportunity to provide its products and services to licensed operators.

Sportradar looks forward to bringing its 20+ year expertise and proprietary sports technology to operators and clients in the region. 

The post SPORTRADAR AWARDED UNITED ARAB EMIRATES LICENSE appeared first on European Gaming Industry News.

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Earn Daily Profit Sharing and Tokenized Rewards with Qzino Affiliate Program

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Why Today’s Affiliate Ecosystem Demands an Upgrade

The global iGaming landscape, and especially the crypto-casino sector, is undergoing explosive growth. Data from Yield Sec shows that the total gross profit of crypto casinos in 2024 reached approximately $81.4 billion — a three- to fourfold increase compared to two years before.

In parallel, the affiliate marketing market is also seeing significant expansion. According to SOFTSWISS, revenue generated via crypto affiliate services doubled in the first half of 2024 versus the same period in 2023. The upward trend continues in 2025: transaction activity is growing, and the number of engaged users in the crypto iGaming space keeps rising month after month.

Yet, most traditional crypto casino affiliate programs still rely on outdated models — CPA and RevShare — that come with notable drawbacks: limited flexibility, insufficient analytical transparency, delayed reward distribution, and negative carryover issues.

All these factors highlight the need for a new kind of affiliate ecosystem — transparent, mutually beneficial, and focused on long-term value. It is in this context that the Qzino affiliate program launches, redefining the role of affiliates in the crypto-iGaming industry.

Next-Generation Crypto iGaming Experience with Qzino

Qzino is a crypto-iGaming platform set to launch in fall 2025 (Explore the Qzino launch). The platform will feature over 10,000 games — from global hits to in-house titles — along with sports and esports betting powered by AI analytics, its own token,Qzino profit sharing model, provably fair crypto casino mechanisms, and tokenized affiliate rewards.

The Qzino profit sharing model is a core innovation — distributing 50% of the revenue daily among token holders. They receive daily passive income, ensuring long-term motivation to stay connected to the platform and benefit from its growth.

Behind the project stands a team of over 100 professionals with proven experience in building platforms ranked among the top-10 global crypto casinos. The platform operates under an official Anjouan Gambling License and utilizes provably fair crypto casino technology.

Qzino Crypto Affiliate Program — Launch Roadmap with Rewards

The Qzino affiliate program is structured in multiple phases, ensuring sub-affiliate earnings, community expansion, and transparent analytics at every stage:

  • Stage 1: Mini App — current phase. An initial opportunity to invite users through free-to-play mechanics with real value, no deposit, and no complex registration. All referred users are permanently linked to the affiliate and automatically transferred to the full Web3 platform after launch — continuing to generate revenue.
  • Stage 2: Platform launch & farming season — Fall 2025. The full platform goes live with gamified farming where users earn points for every bet. Affiliates receive dual rewards — a share of the platform’s profit and points for an upcoming airdrop, later converted into tokens.
  • Stage 3: TGE, Airdrop & Scaling — at this stage, tokenized affiliate rewards and daily profit sharing are launched. Affiliates benefit from the growth of lifetime revenue share, additional sub-affiliate earnings, and the advantages of participating in the highest-paying affiliate program in gambling, with up to 50% revenue share.

How Qzino Offers Daily Profit Sharing and Lifetime Revenue Share for Affiliates

The Qzino affiliate program offers affiliates not just commissions, but a multi-tiered earning system across all stages:

  • Revenue from each user — affiliates earn up to 50% revenue of the income generated by their referrals;
  • Airdrop points — every user activity brings affiliates points later converted into tokens;
  • Qzino tokens — provide access to the Qzino profit sharing model with daily profit sharing and asset growth potential;
  • Sub-affiliate networks — affiliates can build their own network by inviting other partners and earning from their activity — creating long-term passive income in crypto affiliate partnerships.

Qzino crypto casino provides personal support at all collaboration stages, regular contests, challenges, exclusive drops and bonuses for active partners. The program is a crypto affiliate worldwide — open globally with no geographic restrictions.

All of this is managed in a dedicated affiliate dashboard, providing real-time commission tracking, so affiliates can monitor their earnings and activity. The affiliate dashboard ensures data transparency, accessibility, and automatic updates.

Exclusive Early Affiliate Rewards with Qzino Crypto Casino

Currently, the Qzino platform and affiliate program are in the Pre-Launch phase via MiniApp on Telegram — a unique moment for early affiliates.

The potential audience has not yet been distributed among partners, and most users are still available for acquisition. This gives affiliates the opportunity to build their own referral base using the free MiniApp mechanics. Most importantly, all referred users are automatically transferred to the full Web3 platform after launch and remain permanently linked to the affiliate.

The Next Step for the Crypto iGaming Industry

The Qzino affiliate program offers up to 50% revenue share, tokenized affiliate rewards, a long-term profit-sharing model, and scalable income through sub-affiliate earnings. Unlike traditional systems, Qzino doesn’t rely on outdated models — it establishes a new industry standard where partnership means real involvement in the project’s growth and profits, from early MiniApp participation to becoming a true co-owner of the ecosystem.

Qzino: join as a partner — emerge as a co-owner.

Visit the official website, apply now, and join the Qzino Affiliate Program — be part of the next generation of transparent, profit-sharing partnerships.

Contacts

Website: https://qzino.com

Email: [email protected]

X (Twitter): https://x.com/qzino_official

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