1. What is the projected Compound Annual Growth Rate (CAGR) of the eSports Market?
The projected CAGR is approximately 20.7%.
eSports Market by Streaming Type (Live, On-demand), by Revenue Streaming (Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, 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 By Streaming Type (Live, Video-on-demand) Forecast 2025-2033
The eSports Market size was valued at USD 1.72 USD Billion in 2023 and is projected to reach USD 6.42 USD Billion by 2032, exhibiting a CAGR of 20.7 % during the forecast period. The market is driven by the increasing popularity of competitive gaming, the rise of streaming platforms, and the growing number of major tournaments. ESports turns online gaming into a spectator sport. It mimics the experience of watching a professional sporting event, except instead of watching a physical event, spectators watch video gamers compete against each other. The eSports trend has become so widespread in recent years that games can often be viewed at an organized arena event. ESports has become a lucrative industry in recent years, generating hundreds of millions of dollars in profit. This popularity has allowed it to function much like other professional sports leagues: players are paid by the operators in exchange for their participation; the operators are paid by the distributors in exchange for the right to broadcast the games and by the audience in exchange for the right to watch. Also, as with other sports and industries, eSports is prolific for the advertisers and partners that are featured alongside the games.
By Streaming Type:
By Revenue Streaming:
By Gaming Genre:
Aspects | Details |
---|---|
Study Period | 2019-2033 |
Base Year | 2024 |
Estimated Year | 2025 |
Forecast Period | 2025-2033 |
Historical Period | 2019-2024 |
Growth Rate | CAGR of 20.7% from 2019-2033 |
Segmentation |
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Note*: In applicable scenarios
Primary Research
Secondary Research
Involves using different sources of information in order to increase the validity of a study
These sources are likely to be stakeholders in a program - participants, other researchers, program staff, other community members, and so on.
Then we put all data in single framework & apply various statistical tools to find out the dynamic on the market.
During the analysis stage, feedback from the stakeholder groups would be compared to determine areas of agreement as well as areas of divergence
The projected CAGR is approximately 20.7%.
Key companies in the market include 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.), Sony Corporation (Japan).
The market segments include Streaming Type, Revenue Streaming, Gaming Genre.
The market size is estimated to be USD 1.72 USD Billion as of 2022.
Rising Popularity of Video Games to Spur Market Growth.
Increasing Advertisements through Gaming Platforms to Propel Market Growth.
Health and Addiction Concerns for Electronic Sports to Impede the Market Growth.
April 2023: Video editing SaaS provider, VideoVerse, announced the acquisition of Reely.ai, an AI-based content creator to boost its capabilities in delivering AI-powered content to its customers.
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