Press Release

eSports Market to Reach USD 15.5 Billion by 2032, Growing at a 24.9% CAGR

Date : Feb 23, 2023

According to Ameco Research, the worldwide esports industry will increase at a CAGR of more than 24.9% throughout the forecast period, reaching a market size of more than US$ 15.5 billion by 2032

The esports industry is expanding at a fast speed and is projected to be worth billions of dollars in the near future. Millions of dollars are invested in esports companies, teams, and athletes. Esports competitions attract millions of dollars in investments. Some argue that the potential value of esports net worth will one day outweigh traditional sports like football, basketball, and boxing. It's normal for millennials and younger generations to participate and enjoy esports, and it's quite fair for those of a certain age to gamble on them.

Key Points and Statistics on the eSports Market:

·         The esports market value in 2022 was approximately USD 1.7 billion

·         Growing at a CAGR of approximately 24.9% from 2023 to 2032

·         The global esports market is expected to reach USD 15.5 billion by 2032

·         The market is divided into segments based on revenue, and region

·         North America is predicted to be the region with the highest revenue generation through 2032

·         Sponsorship are expected to dominate the revenue segment of the market

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eSports Market Dynamics

Rapid technical improvements fuel the esports sector, encouraging an immersive gaming experience with breakthroughs like high-performance gaming gear, augmented reality, virtual reality, and 5G connection. This technical advancement has aided the sector's growth, drawing a wide and international audience. The market's revenue sources are diverse, including sponsorships, advertising, goods, media rights, and publisher fees, resulting in a strong financial ecosystem and limiting the risks associated with relying on a single income source.

Corporate participation is an important factor, as large companies enter the esports market through sponsorships and collaborations, increasing financial backing and public acceptability. Esports has been more professionalized with the introduction of structured leagues, regulated tournaments, and defined player contracts, which encourage competitiveness and legitimize the business. While North America and Europe have traditionally been strong markets, Asia, notably China and South Korea, has risen as a dominant force, bringing in both player talent and market income. The advent of mobile gaming has increased the number of esports players, making competitive gaming more accessible, while esports' incorporation with the betting and gambling business has opened up new income opportunities. As the business evolves, new challenges emerge in governance, player participation, and assuring fair play, emphasizing the need for consistent standards. Finally, the COVID-19 epidemic hastened the digital revolution in entertainment, which benefited esports as conventional sports were disrupted, resulting in greater audience and engagement via online channels.

The Esports market expands with the growing number of online gamers across the world

The increase in esports viewership can be linked to greater awareness of the sport. Since 2015, public awareness of the esports business has grown significantly. Initially, only over 800,000 individuals were aware of it, but within a year, the figure had risen to more than a billion by 2016. The following years had a consistent yearly growth, hitting 1.28 billion in 2017, 1.43 billion in 2018, and culminating at 1.8 billion in 2019.

Esports organizations throughout the world have launched massive public awareness efforts, utilizing social media networks and media activities to bring the sport to the forefront. The spread of speedier connections, along with the introduction of 5G networks, has accelerated esports' worldwide domination, with revenue expected to treble in the next five years. The inflow of cash into the industry in recent years demonstrates its status as a viable investment destination, with millions of dollars invested each year for infrastructure development.

The entertainment business has moved quickly to attract the attention of billions of people globally, particularly during the COVID-19 epidemic, when people spent more time at home. Live broadcasts include concerts, opera performances, museum tours, and other events designed to interest viewers. In contrast, the esports industry has obstacles such as concerns with players, teams, tournaments, advertising, sponsorships, and contracts. This lack of standardization creates a substantial barrier to the industry's growth.

Global Esports Market Segmentation

Based on Streaming Type:

·         On demand

·         Live

Based on Device Type:

·         Smart phone

·         Smart TV

·         Desktop -laptop-tablets

·         Gaming console

Based on Revenue:

·         Sponsorship

·         Advertising

·         Merchandise & Tickets

·         Publisher Fees

·         Media Rights

Based on Application:

·         Platform

·         Service

Based on Region:

·         North America

·         Europe

·         Asia-Pacific

·         Latin America

·         The Middle East & Africa

The worldwide esports market is divided into revenue and region-based segments. Sponsorship, advertising, products and tickets, publisher fees, and media rights all generate revenue. In 2020, sponsorship dominated the industry, and this trend is predicted to continue from 2023 until 2032. Esports provide an entire gaming experience, including ladders, tournaments, and leagues. Esports competitions include professional gamers who are frequently associated with sporting organizations or sponsored by companies. Companies like as Nvidia and Intel have long-standing sponsorship deals with esports organizations and teams, and they use these ties to increase market share and brand exposure by selling gaming-related items.

In terms of regional distribution, North America dominates the esports business, followed closely by European markets. With over 160 million gamers, the United States is the world's second-largest esports market, accounting for more than half of all players. China leads in revenue distribution, with revenues from both esports and online gaming. The United States stands out in the industry, with the world's largest esports infrastructure and the most esports leagues worldwide.

Major Players

The Esports market is consolidated with a big number of players. The prominent players offered in the report include Activision Blizzard, Inc., NVIDIA Corporation, Electronic Arts Inc., Faceit, Modern Times Group, Gameloft SE, Nintendo of America Inc., Valve Corporation, Tencent Holding Limited, and Wargaming Public.

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