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Australia Esports Market Expected to Reach USD 240.1 Million by 2033 - IMARC Group

06-18-2025 06:54 AM CET | Business, Economy, Finances, Banking & Insurance

Press release from: IMARC Group

Australia Esports Market Expected to Reach USD 240.1 Million

The latest report by IMARC Group, "Australia Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Games (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Region 2025-2033," provides an in-depth analysis of the Australia esports market. The report also includes competitor and regional analysis, along with a breakdown of segments within the industry. The Australia esports market size reached USD 137.0 Million in 2024 and is projected to grow to USD 240.1 Million by 2033, exhibiting a CAGR of 6.43% during the forecast period.

Report Attributes and Key Statistics:

• Base Year: 2024
• Forecast Years: 2025-2033
• Historical Years: 2019-2024
• Market Size in 2024: USD 137.0 Million
• Market Forecast in 2033: USD 240.1 Million
• Market Growth Rate (2025-2033): 6.43%

Australia Esports Market Overview:

The Australia esports market is witnessing solid improvement, driven by extending corporate sponsorships, developing brand integrators, and rising offers among more energetic socioeconomics utilizing progressed stages. Wanders in committed esports infrastructure-including gaming areas, planning workplaces, and era studios-are enlivening, sponsored by both private and open sections. These progressions are making strides in the perceivability and cleanability of esports, arranging Australia as a regional center for major competitions and worldwide events. Teachers teach additional esports coordination in instructive modules, developing legitimacy for competitive gaming as a career path.

Request For Sample Report: https://www.imarcgroup.com/australia-esports-market/requestsample

Australia Esports Market Trends and Drivers:

The market is experiencing fast computerized alteration, with sprouting stages like Twitch and YouTube boosting fan engagement and community building. Corporate sponsorships and brand organizations are expanding as brands from innovation, attire, and energy drinks explore ways to reach tech-savvy social occasions of individuals through things like circumstances and event sponsorships. The advancement of flexible esports and spouting is broadening reach and bolstering, though the introduction of esports programs in schools is supporting adjacent capacity and developing industry genuineness.

Key drivers incorporate the commercialization of esports through sponsorships and publicizing, creating hypotheses in the system, and the growing ubiquity of esports among millennials and Gen Z. The rise of computerized spread, online competitions, and on-demand substance is making esports more open, while government and private division backing is fueling progress expansion. The progression of adjacent affiliations and the encouragement of worldwide events are also boosting market development and industry maintainability.

Australia Esports Key Growth Drivers:

• Surge in corporate sponsorships and brand partnerships
• Expansion of dedicated esports infrastructure and arenas
• Growing engagement of younger demographics via digital platforms
• Increased involvement of educational institutions in esports programs
• Rising commercialization and professionalization of the industry
• Enhanced fan engagement through streaming and social media

Browse Full Report with TOC & List of Figures: https://www.imarcgroup.com/australia-esports-market

Australia Esports Market Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the country level for 2025-2033. Our report has categorized the market based on revenue model, platform and games.

By Revenue Model:
• Media Rights
• Advertising and Sponsorships
• Merchandise and Tickets
• Others

By Platform:
• PC-based Esports
• Consoles-based Esports
• Mobile and Tablets

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

By Region:
• Australia Capital Territory & New South Wales
• Victoria & Tasmania
• Queensland
• Northern Territory & Southern Australia
• Western Australia

Competitive Landscape:

The report provides a comprehensive analysis of the competitive structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant. Detailed profiles of major companies operating in the market are included, highlighting their strategies, partnerships, and market share.

Australia Esports Market News:

• In early 2025, several Australian cities announced new investments in esports arenas and training centers, aiming to attract international tournaments and foster local talent.

• In 2025, leading brands expanded their sponsorship deals with Australian esports teams, further commercializing the market and increasing visibility for both teams and sponsors.

Note: If you require specific information not currently within the scope of the report, we can provide it as part of the customization.

Ask an analyst for your customized sample: https://www.imarcgroup.com/request?type=report&id=24739&flag=C

Contact Us:

IMARC Group
134 N 4th St. Brooklyn, NY 11249, USA
Email: Sales@imarcgroup.com
Tel. No.: (D) +91 120 433 0800
Americas: +1 631 791 1145 | Asia: +91 120 433 0800 | UK: +44 753 714 6104

About Us:

IMARC Group is a global management consulting firm that helps the world's most ambitious changemakers to create a lasting impact. The company provides a comprehensive suite of market entry and expansion services. IMARC offerings include market assessment, feasibility studies, company incorporation assistance, factory setup support, regulatory approvals and licensing navigation, branding, marketing and sales strategies, competitive landscape and benchmarking analyses, pricing and cost research, and procurement research.

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