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Esports Market Size to Reach USD 7,131 Million 2028

08-24-2023 01:02 PM CET | IT, New Media & Software

Press release from: Ameco Research

The Esports Market outlook remains positive, fueled by the rising popularity of multiplayer video games, growth of live streaming channels, increasing sponsorships, and growing internet and smartphone penetration. This article provides a thorough esports market analysis including size, share, latest trends, drivers, challenges and key companies. Esports is a form of competitive video gaming that is organized and played professionally. The industry has grown significantly in recent years, with millions of viewers and spectators around the world. Esports tournaments are often held in large stadiums and arenas, and professional esports players can earn millions of dollars in prize money. There are many different types of video games that are played competitively in esports, including first-person shooters, real-time strategy games, and multiplayer online battle arenas (MOBAs). Some of the most popular esports titles include League of Legends, Dota 2, Counter-Strike: Global Offensive, and Overwatch. Esports is a growing industry with a lot of potential. It is a great way for people to compete and show off their skills, and it can also be a lot of fun to watch.

Esports Market Statistics and Highlights:

● Esports market size to hit USD 7,131 Million by 2028, excelling from the current value of USD 1,215 Million in 2020 progressing at a CAGR of 25.1% over 2021-2028.
● Asia Pacific captured dominant revenue share in 2020.
● Based on revenue stream, sponsorships accounted for biggest share in 2020.
● Surging popularity of multiplayer video gaming is propelling the market growth.

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Analysis of Key Market Dynamics:

The esports market is expected to grow significantly in the coming years, driven by the rising popularity of multiplayer and tournament-style video gaming among millennials and Generation Z consumers. The growth of live game streaming channels and brand sponsorships of gaming leagues and events will also contribute to market growth. However, there are some challenges that could hinder the growth of the esports market, such as concerns about gaming addiction among teenagers, the lack of standardized regulations, and underdeveloped supporting infrastructure in developing regions. Focusing on stronger anti-piracy measures will be important for the future of the market. There are concerns that excessive gaming can lead to addiction, which can have negative consequences for mental and physical health. The problem of piracy is a major challenge for the esports market, as it can lead to lost revenue for businesses. Despite these challenges, the market is expected to continue to grow in the coming years. The growth of the market will be driven by the rising popularity of esports, the increasing number of professional esports teams and leagues, and the growing number of viewers and fans.

Latest Innovations and Trends:

● Adoption of cloud gaming improving accessibility from any device.
● Leveraging VR/AR technologies to enhance viewer experience and engagement.
● Growing university scholarship programs focused on esports.
● Use of blockchain to enable transparency in prize money distribution and betting.
● Increasing launch of mobile-centric games appealing to casual gamers.

Major Factors Propelling Market Growth:

● Rising popularity of multiplayer and tournament-style video gaming globally.
● Growth of live game streaming and over-the-top media consumption among digital natives.
● Increasing sponsorship deals from beverage, automotive and lifestyle brands targeting engaged viewer bases.
● Advancements in gaming technologies, graphics, VR/AR capabilities, and payment models.
● Surging smartphone adoption and 5G network rollout enabling mobile gaming.

Key Challenges Hindering Market Potential:

● Concerns regarding gaming addiction and related health hazards among teenagers.
● Lack of standardized regulations governing esports leagues and betting.
● Underdeveloped esports infrastructure in developing countries constraining growth.
● Cyber risks such as hacking, piracy affecting revenue streams.
● Negative perceptions regarding esports as an "inferior" sport.

Global Esports Market Segment

Based on Application
● Service
● Platform

Based on Streaming type
● Live
● On demand

Based on Device Type
● Smart TV
● Smart phone
● Gaming console
● Desktop -laptop-tablets

Based on Revenue Stream
● Sponsorship
● Game publisher fee
● Media rights
● Tickets and merchandise
● Digital advertisement

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Regional Esports Market Outlook:

Asia Pacific leads the global esports market presently. North America accounts for the second largest share. However, developing regions will exhibit the fastest growth over the coming decade driven by demographics and smartphone adoption.

Leading Companies Operating in the Global Esports Market:

Key players include Modern Times Group, Activision Blizzard, FACEIT, Total Entertainment Network, Gfinity, Turner Broadcasting System, CJ Corporation, Hi Rez Studios, KaBuM, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, Alisports, Epic Games, Nintendo, Microsoft Studios, and Valve Corporation, among others.

In summary, driven by video gaming popularity and live streaming, the esports market is primed for robust growth globally through 2028.

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