Esports Market Value Projected to Expand by 2031

The global esports market is anticipated to grow at a CAGR of 18.6% during the forecast period. The increasing popularity of online video games across the globe is one of the major factors boosting the growth of the market. The popularity of video games has expanded beyond traditional gamers, attracting a broader audience that includes casual gamers, spectators, and even non-gamers. This diverse audience base has led to increased viewership and participation in esports events, boosting the market growth. The rise of electronic sports as a professional career due to exciting international prize pools, streaming revenue, and individual sponsorships along with the increasing popularity of gaming tournaments is accelerating the growth of the market. For instance, Tencent Holdings Limited plans to expand tournaments for hugely popular games like League of Legends and Honor of Kings in China, which will attract global players and viewers. The prize pool for the 2022 Honor of Kings World Champion Cup (KCC) was $10.0 million.

The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, funding, collaborations, and new product launches to stay competitive in the market. For instance, in March 2022, Gamerji launched its electronic sports platform in the Middle East countries such as Saudi Arabia and the UAE as its international expansion strategy. The company aims to target 2.5 million audiences in the Middle East region. In April 2021, Gameloft partnered with ESL Gaming, a German electronic sports production and organizer company. This collaboration aimed to level up mobile electronic sports-driven sponsoring solutions.

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Market Coverage

  • The market number available for – 2023-2031
  • Base year- 2023
  • Forecast period- 2024-2031

Segment Covered- 

  • Streaming Type
  • Platform
  • Revenue Model
  • Gaming Genre

Regions Covered-

  • North America
  • Europe
  • Asia-Pacific
  • Rest of the World
    • Competitive Landscape- including Activision Blizzard, Inc., Epic Games, Inc., Gfinity PLC, Modern Times Group, and others.

Esports Market Report Segment

By Streaming Type

  • Live
  • On-demand

By Platform

  • PC-based Esports
  • Consoles-based Esports
  • Mobile and Tablets

By Revenue Model

  • Media Rights
  • Advertisement
  • Sponsorship
  • Game Publisher Fees
  • Merchandise and Tickets

By Gaming Genre

  • Multiplayer Online Battle Arena (MOBA)
  • Player vs Player (PvP)
  • First Person Shooters (FPS)
  • Real-Time Strategy (RTS)

A full Report of Esports Market is Available @  https://www.omrglobal.com/industry-reports/esports-market

Esports Market Report Segment by Region

North America                                                                                                           

  • United States
  • Canada

Europe

  • UK
  • Germany
  • Spain
  • France
  • Italy
  • Rest of Europe

Asia-Pacific

  • India
  • China
  • Japan
  • South Korea
  • Rest of APAC

Rest of the World

  • Latin America
  • Middle East and Africa

Company Profiles 

  • Alphabet Inc
  • DLive Entertainment Pte. Ltd.
  • Electronic Arts Inc.
  • HTC Corp.
  • Intel Corp.
  • Meta Platforms Inc.
  • Microsoft Corp.
  • Nintendo Co. Ltd.
  • NVIDIA Corp.
  • Riot Games, Inc.
  • Sony Group Corp.
  • Tencent Holdings Ltd.
  • Twitch Interactive, Inc.
  • Valve Corp.
  • X1 Esports and Entertainment Ltd.

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