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E-Sports Market By Streaming Type (Live, Video-On-Demand), By Revenue Source (Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees) and By Region; Global Insights & Forecast (2024 – 2030)

Published: December, 2024  
|   Report ID: TMT3946  
|   Technology, Media, and Telecommunications

As per Intent Market Research, the E-Sports Market was valued at USD 2.0 billion in 2023 and will surpass USD 9.1 billion by 2030; growing at a CAGR of 24.0% during 2024 - 2030.

Media Rights Segment is Expected to Held the Largest Market Share During the Forecast Period

The media rights segment is projected to hold the largest market share during the forecast period. According to PayPal's insights, 62% of viewers in Spain purchased eSports-related products, prompting increased investment from various media companies in the industry. The sponsorship segment, followed by advertising, is anticipated to experience significant growth.

A consistent rise in audience and fan engagement in recent years has created new growth opportunities, attracting higher investments. The investment landscape has seen considerable transformation, with contributions primarily coming from traditional venture capital firms, strategic investors, and private equity. Additionally, many gaming platforms are incorporating in-app advertisements to enhance revenue generation.

 

Asia Pacific is Projected to Have the Largest Market Size During the Forecast Period

The Asia Pacific region is projected to experience a significant growth rate during the forecast period. This growth is driven by the rising number of internet users and the expanding mobile gaming sector, which have significantly boosted the esports industry in the region. China recognized esports as an official sport in 2003, leading to the creation of professional jobs and esports operators. South Korea is renowned for its strong esports ecosystem, offering players infrastructure that includes coaches, gaming houses, analysts, and even cooks. In April 2022, the Korean Esports Association (KeSPA) secured a three-year sponsorship deal with SK Telecom, making the telecom giant an official sponsor and supporting the training of the Korean esports team for future Asian games. Such initiatives and developments are expected to further propel the market's growth in the coming years.

The report focuses on estimating the current market potential in terms of the total addressable market for all the segments, sub-segments, and regions. In the process, all the high-growth and upcoming technologies were identified and analyzed to measure their impact on the current and future market. The report also identifies the key stakeholders, their business gaps, and their purchasing behavior. This information is essential for developing effective marketing strategies and creating products or services that meet the needs of the target market. The report also covers a detailed analysis of the competitive landscape which includes major players, their recent developments, growth strategies, product benchmarking, and manufacturing operations among others. Also, brief insights on start-up ecosystem and emerging companies is also included as part of this report.

Report Objectives:

The report will help you answer some of the most critical questions in the E-Sports Market. A few of them are as follows:

  1. What are the key drivers, restraints, opportunities, and challenges influencing the market growth?
  2. What are the prevailing technology trends in the E-Sports Market?
  3. What is the size of the E-Sports Market based on segments, sub-segments, and regions?
  4. What is the size of different market segments across key regions: North America, Europe, Asia-Pacific, Latin America, Middle East & Africa?
  5. What are the market opportunities for stakeholders after analyzing key market trends?
  6. Who are the leading market players and what are their market share and core competencies?
  7. What is the degree of competition in the market and what are the key growth strategies adopted by leading players?
  8. What is the competitive landscape of the market, including market share analysis, revenue analysis, and a ranking of key players?

Report Scope:

Report Features

Description

Market Size (2023)

USD 2.0 billion

Forecasted Value (2030)

USD 9.1 billion

CAGR (2024 – 2030)

24.0%

Base Year for Estimation

2023

Historic Year

2022

Forecast Period

2024 – 2030

Report Coverage

Market Forecast, Market Dynamics, Competitive Landscape, Recent Developments

Segments Covered

E-Sports Market By Streaming Type (Live, Video-On-Demand), By Revenue Source (Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees)

Regional Analysis

North America (US, Canada, Mexico), Europe (Germany, France, UK, Italy, Spain, and Rest of Europe), Asia-Pacific (China, Japan, South Korea, Australia, India, and Rest of Asia-Pacific), Latin America (Brazil, Argentina, and Rest of Latin America), Middle East & Africa (Saudi Arabia, UAE, Rest of Middle East & Africa)

Customization Scope

Customization for segments, region/country-level will be provided. Moreover, additional customization can be done based on the requirements

1. Introduction

   1.1. Market Definition

   1.2. Scope of the Study

   1.3. Research Assumptions

   1.4. Study Limitations

2. Research Methodology

   2.1. Research Approach

      2.1.1. Top-Down Method

      2.1.2. Bottom-Up Method

      2.1.3. Factor Impact Analysis

  2.2. Insights & Data Collection Process

      2.2.1. Secondary Research

      2.2.2. Primary Research

   2.3. Data Mining Process

      2.3.1. Data Analysis

      2.3.2. Data Validation and Revalidation

      2.3.3. Data Triangulation

3.Executive Summary

   3.1. Major Markets & Segments

   3.2. Highest Growing Regions and Respective Countries

   3.3. Impact of Growth Drivers & Inhibitors

   3.4. Regulatory Overview by Country

4. E-Sports Market, by Streaming Type (Market Size & Forecast: USD Million, 2022 – 2030)

   4.1. Live

   4.2. Video-On-Demand

5. E-Sports Market, by Revenue Source (Market Size & Forecast: USD Million, 2022 – 2030)

   5.1. Media Rights

   5.2. Advertisement

   5.3. Sponsorship

   5.4. Ticket & Merchandise

   5.5. Game Publisher Fees

   5.6. Others

6. Regional Analysis (Market Size & Forecast: USD Million, 2022 – 2030)

   6.1. Regional Overview

   6.2. North America

      6.2.1. Regional Trends & Growth Drivers

      6.2.2. Barriers & Challenges

      6.2.3. Opportunities

      6.2.4. Factor Impact Analysis

      6.2.5. Technology Trends

      6.2.6. North America E-Sports Market, by Streaming Type 

      6.2.7. North America E-Sports Market, by Revenue Source 

      6.2.8. By Country

         6.2.8.1. US

               6.2.8.1.1. US E-Sports Market, by Streaming Type 

               6.2.8.1.2. US E-Sports Market, by Revenue Source

         6.2.8.2. Canada

         6.2.8.3. Mexico

          *Similar segmentation will be provided for each region and country

   6.3. Europe

   6.4. Asia-Pacific

   6.5. Latin America

   6.6. Middle East & Africa

7. Competitive Landscape

   7.1. Overview of the Key Players

   7.2. Competitive Ecosystem

      7.2.1. Level of Fragmentation

      7.2.2. Market Consolidation

      7.2.3. Product Innovation

   7.3. Company Share Analysis

   7.4. Company Benchmarking Matrix

      7.4.1. Strategic Overview

      7.4.2. Product Innovations

   7.5. Start-up Ecosystem

   7.6. Strategic Competitive Insights/ Customer Imperatives

   7.7. ESG Matrix/ Sustainability Matrix

   7.8. Manufacturing Network

      7.8.1. Locations

      7.8.2. Supply Chain and Logistics

      7.8.3. Product Flexibility/Customization

      7.8.4. Digital Transformation and Connectivity

      7.8.5. Environmental and Regulatory Compliance

   7.9. Technology Readiness Level Matrix

   7.10. Technology Maturity Curve

   7.11. Buying Criteria

8. Company Profiles

   8.1. Activision Blizzard

      8.1.1. Company Overview

      8.1.2. Company Financials

      8.1.3. Product/Service Portfolio

      8.1.4. Recent Developments

      8.1.5. IMR Analysis

       *Similar information will be provided for other companies 

   8.2. DLive Entertainment Pte. Ltd.

   8.3. Gfinity PLC. 

   8.4. HTC Corporation

   8.5. Intel Technologies

   8.6. Riot Games, Inc. 

   8.7. Sony Corporation

   8.8. Tencent

   8.9. Twitch Interactive

   8.10. X1 Entertainment Group

9. Appendix

 

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A comprehensive market research approach was employed to gather and analyze data on the E-Sports Market. In the process, the analysis was also done to analyze the parent market and relevant adjacencies to measure the impact of them on the E-Sports Market. The research methodology encompassed both secondary and primary research techniques, ensuring the accuracy and credibility of the findings.

Research Approach - E-Sports Market

Secondary Research

Secondary research involved a thorough review of pertinent industry reports, journals, articles, and publications. Additionally, annual reports, press releases, and investor presentations of industry players were scrutinized to gain insights into their market positioning and strategies.

Primary Research

Primary research involved conducting in-depth interviews with industry experts, stakeholders, and market participants across the E-Sports ecosystem. The primary research objectives included:

  • Validating findings and assumptions derived from secondary research
  • Gathering qualitative and quantitative data on market trends, drivers, and challenges
  • Understanding the demand-side dynamics, encompassing end-users, component manufacturers, facility providers, and service providers
  • Assessing the supply-side landscape, including technological advancements and recent developments

Market Size Assessment

A combination of top-down and bottom-up approaches was utilized to analyze the overall size of the E-Sports Market. These methods were also employed to assess the size of various subsegments within the market. The market size assessment methodology encompassed the following steps:

  1. Identification of key industry players and relevant revenues through extensive secondary research
  2. Determination of the industry's supply chain and market size, in terms of value, through primary and secondary research processes
  3. Calculation of percentage shares, splits, and breakdowns using secondary sources and verification through primary sources

Bottom Up and Top Down - E-Sports Market

Data Triangulation

To ensure the accuracy and reliability of the market size, data triangulation was implemented. This involved cross-referencing data from various sources, including demand and supply side factors, market trends, and expert opinions. Additionally, top-down and bottom-up approaches were employed to validate the market size assessment.

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