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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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Play’n GO games now live with Ivy Casino in the UK

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Swedish gaming giant’s industry signals commitment to the UK regulated market by launching it leading portfolio of games with Ivy Casino 

Play’n GO, the world’s leading casino entertainment provider, has today announced that its industry leading portfolio of games is now live with Ivy Casino in the UK. 

Ivy Casino’s players in the United Kingdom can now access global smash hits from Play’n GO, including Book of Dead, Legacy of Dead, and Rise of Olympus 100 among many others. 

Ivy Casino is a UK-facing online casino brand that launched in 2024 with a focus on delivering a premium, player-centric experience tailored specifically for the UK market. 

The brand operates alongside two sister sites, Rose Casino and O’Reels, which also serve UK audiences and share the same commitment to high-quality entertainment, strong user experience and robust responsible gaming standards. 

Play’n GO has been one of the leading game suppliers in the UK for many years and is steadfast in its commitment to regulated markets globally. 

Magnus Olsson, Chief Commercial Officer of Play’n GO, said:

“We are delighted to launch with Ivy Casino in the UK who, like us, are focused on all the key elements of operating within a regulated market framework. I’m sure this is just the beginning of a long and fruitful partnership.” 

Mark Good, representing Ivy Casino, said:

“This partnership with Play’n GO forms part of Ivy Casino’s ongoing strategy to enhance its content offering for UK players by collaborating with leading studios known for creative, engaging gameplay.” 

Play’n GO is a proud sponsor of the Moneygram Haas Formula 1 team, and recently launched a fashion brand, Play’n GO Shop, to sit alongside its existing Play’n GO Music brand to give fans more ways to connect with Play’n GO. 

In October, Play’n GO set a world record by launching everyone’s favourite slot character, Garga, into space reaching a height of over 35,500m as part of the launch campaign for Reactoonz 100 which instantly became one of the biggest game launches of the year for the company. 

The post Play’n GO games now live with Ivy Casino in the UK appeared first on Gaming and Gambling Industry Newsroom.

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Esportes da Sorte strengthens brand presence during New Year’s Eve celebrations across four Brazilian capitals

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Esportes da Sorte, one of Brazil’s leading online betting platforms, will be the official sponsor of New Year’s Eve celebrations in four Brazilian capitals: Salvador, Recife, Natal and Maceió. The initiative reinforces the brand’s growing presence in the national cultural calendar and its strategy to connect with large-scale public celebrations beyond the digital environment.

New Year’s Eve is one of Brazil’s most significant annual moments, marked by intense domestic travel, international tourism and mass public participation. By supporting celebrations in four key destinations, Esportes da Sorte aligns its brand with tradition, culture and shared experiences that resonate deeply with local communities.

“Sponsoring New Year’s Eve celebrations in four capitals reflects our commitment to being present in moments that bring people together,” said Marcela Campos, Vice President of the Esportes Gaming Brasil Group, owner of the Esportes da Sorte brand. “Supporting these cities means valuing their cultural identity, strengthening local ecosystems and celebrating the people who keep these traditions alive year after year.”

Across all four capitals, the brand will activate its presence through immersive experiences, public-facing activations and the distribution of branded giveaways — a hallmark of Esportes da Sorte’s engagement strategy at major events. The activations are designed to enhance the festive atmosphere while reinforcing the brand’s connection with culture, entertainment and responsible enjoyment.

The New Year’s Eve sponsorships build on Esportes da Sorte’s broader cultural engagement strategy, which includes long-standing support for large-scale events such as Carnatal, in Rio Grande do Norte — a key fixture in the state’s tourism and cultural calendar. Together, these initiatives reflect the company’s commitment to expanding its footprint in cultural sponsorships nationwide.

Esportes da Sorte’s participation also mirrors a wider trend within Brazil’s regulated betting market, as operators increasingly diversify their sponsorship portfolios beyond football. Music, festivals and cultural celebrations have become strategic platforms for brands seeking broader visibility, deeper community ties and more sustainable engagement with the public.

The post Esportes da Sorte strengthens brand presence during New Year’s Eve celebrations across four Brazilian capitals appeared first on Gaming and Gambling Industry Newsroom.

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Holi Primed For Emerging Markets Via New QTech Games Partnership

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Emerging-markets leader expands its live-games offering with new games from rising star supplier

 QTech Games, the leading game aggregator for all emerging markets, has announced its latest partnership with live-games provider Holi, allowing its platform clients access to another positively delineated portfolio.

Integrating content from one of the more colourful and creative digital slots providers adds yet more variety to QTech Games’ premier platform, which is taking the widest range of online games to emerging territories with established names sitting alongside the industry’s most exciting up-and-coming providers.

Holi is the absolute embodiment in the latter rising-star category, reimagining the live-gaming experience through the power of aesthetics in content which delivers a unique and simplified gambling experience, underscored by reliability. Colourful-yet-familiar “light” table games, such as roulette and baccarat, are now overcoming local obstacles to engagement in emerging markets, like handset quality limitations, restricted access to fast networks, and high data costs.

Philip Doftvik, QTech Games’ CEO, said: “We will continue to add fresh content to the platform, prioritising suppliers who provide unique, localised content – and Holi’s light, colourful live games fit the bill perfectly. Their content brings a new level of energy and engagement that we’re thrilled to share across our growing network.”

Inga Vakulcika, Chief Product Officer at Holi, added: “Holi is artfully fusing craft and technology to create more aesthetically pleasing live games that turn local players’ heads – that means captivating, colourful graphics for a top-notch gaming experience. We look forward to seeing how our unique games perform when placed in front of new audiences via QTech’s emerging-market operators.”

The post Holi Primed For Emerging Markets Via New QTech Games Partnership appeared first on Gaming and Gambling Industry Newsroom.

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