eSports
Global Esports Market (2022 to 2030) – Size, Share & Trends Analysis Report

The “Global Esports Market Size, Share & Trends Analysis Report by Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), by Region, and Segment Forecasts, 2022-2030” report has been added to ResearchAndMarkets’ offering.
The global esports market size is expected to reach USD 12,494.3 million by 2030, registering a compound annual growth rate (CAGR) of 21.9% from 2022 to 2030. The increasing mobile usage in emerging countries, rising awareness regarding esports, and increasing popularity of video games are expected to fuel the market growth during the forecast period.
Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers. The increasing investments from commercial partners and substantial audience growth have resulted in revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Moreover, the growing partnerships, acquisitions, and mergers have projected strong growth in the esports market.
The streaming platforms, such as Twitch, have attracted viewers by streaming esports and gaming. The esports tournaments have fascinated athletes and celebrities and have drawn a broad audience’s attention. Additionally, esports and gaming make it easy to draw the attention of enthusiastic and young viewers who are hard to reach through traditional media channels. The ability to grab the attention of the young and enthusiastic audience has attracted many brands to invest in esports events in sponsorships and advertising. The interest of investors has increased with the centralization of an Esports team, rising audience, and the introduction of a more franchise-style league. The rising interest of brands in esports teams to reach potential customers is expected to drive market growth during the forecast period.
In addition to sponsorship, ticket sales and merchandise are essential revenue segments that drive the esports market’s growth. The franchisee is focusing on hosting local events that include fans in stadiums, generating significant revenue, thus contributing to the further development of the esports market. The Esports apparel market has witnessed substantial growth due to a growing fanbase, league-level merchandise deals, and increased retail presence.
The esports teams no longer have to rely on winning competitions as teams can independently sell their merchandise to their fans. For instance, Ralph Lauren partnered as the apparel partner for G2 Esports. One of G2 Esports’ famous players, Martin’ Rekkles’ Larsson, was featured in Ralph Lauren’s Wimbledon Campaign. G2 and Ralph Lauren partnered across several campaigns and events and produced a range of digital-first activations on Twitch and TikTok.
Esports Market Report Highlights
- The sponsorship segment held the largest share of esports market revenue in 2021, representing around 40.0%. Through sponsorships, brands can reach potential customers directly via online and offline media channels.
- The media rights segment, which generates significant revenue, is expected to expand at the highest CAGR of over 23.0% during the forecast period. The numerous leagues, championships, and events that usually occur on various streaming platforms are expected to generate considerable revenue from media rights.
- The Asia Pacific region is expected to gain a significant market share in the forecasted period. The countries such as China and South Korea are anticipated to play a vital role in developing the esports ecosystem in the region..
Key Topics Covered:
Chapter 1. Market Segmentation and Scope
Chapter 2. Executive Summary & Market Snapshot
Chapter 3. Esports Industry Outlook, Trends & Scope
3.1 Market Introduction
3.2 Esports-Market Size and Growth Prospects
3.3 Esports-Value Chain Analysis
3.4 Esports-Market Dynamics
3.4.1 Market Driver Analysis
3.4.1.1 Increasing mobile usage in the gaming industry
3.4.1.2 Increasing number of tournaments and prize pool
3.4.1.3 Franchise model: a big shift in Esports industry
3.4.2 Market Restraint Analysis
3.4.2.1 Cyberattacks
3.4.2.2 Threats in Esports gambling/betting
3.4.3 Market Opportunity Analysis
3.4.3.1 Cloud gaming enabling new opportunities
3.4.4 Market Challenges Analysis
3.4.4.1 Lack of standardization
3.4.4.2 Infrastructure concerned
3.5 Esports-Penetration & Growth Prospect Mapping
3.6 Business Environment Analysis Tools
3.6.1 Pest Analysis
3.6.2 Porter’s Five Force Analysis
3.7 Tencent Games: Gaining an Upper Hand In Esports Industry
3.8 Esports: A Long Term Business Opportunity For Brands
3.9 Major Esports tournaments in various regions
3.9.1 The Americas
3.9.2 Europe
3.9.3 Asia Pacific
3.9.4 Middle East & Africa
Chapter 4. Consumer Behaviour Analysis
4.1 Esports Demographics
4.1.1 Gender
4.1.2 Age
4.2 Media Consumption Habits
4.2.1 Streming Platform Analysis
4.3 Esports Audience Opportunity Analysis
Chapter 5. Esports Revenue Source Outlook
5.1 Market Size Estimates & Forecasts and Trend Analysis, 2018-2030 (Revenue, USD Million)
5.2 Esports Market: Revenue Source Movement Analysis
5.2.1 Sponsorship
5.2.1.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.2 Advertising
5.2.2.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.3 Merchandise & Tickets
5.2.3.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.4 Publisher Fees
5.2.4.1 Market estimates and forecast by region, 2018-2030 (USD Million)
5.2.5 Media Rights
5.2.5.1 Market estimates and forecast by region, 2018-2030 (USD Million)
Chapter 6. Regional Estimates & Trend Analysis
Chapter 7. Competitive Analysis
7.1 Key Global Players, Recent Developments & Their Impact on the Industry
7.2 Key Company Categorization (Sponsorship, Media Rights, and Esports Teams)
7.3 Key Company Analysis, 2021
Chapter 8. Competitive Landscape
8.1 Activision Blizzard, Inc.
8.1.1 Company overview
8.1.2 Financial performance
8.1.3 Product benchmarking
8.1.4 Recent developments
8.2 Electronic Arts Inc.
8.2.1 Company overview
8.2.2 Financial performance
8.2.3 Product benchmarking
8.2.4 Recent developments
8.3 Gameloft SE
8.3.1 Company overview
8.3.2 Financial performance
8.3.3 Product benchmarking
8.3.4 Recent developments
8.4 HTC Corporation
8.4.1 Company overview
8.4.2 Financial performance
8.4.3 Product benchmarking
8.4.4 Recent developments
8.5 Intel Corporation
8.5.1 Company overview
8.5.2 Financial performance
8.5.3 Product benchmarking
8.5.4 Recent developments
8.6 Modern Times Group (MTG)
8.6.1 Company overview
8.6.2 Financial performance
8.6.3 Product benchmarking
8.6.4 Recent developments
8.7 Nintendo of America Inc.
8.7.1 Company overview
8.7.2 Financial performance
8.7.3 Product benchmarking
8.7.4 Recent developments
8.8 NVIDIA Corporation
8.8.1 Company overview
8.7.2 Financial performance
8.8.3 Product benchmarking
8.8.4 Recent developments
8.9 Tencent Holdings Limited
8.9.1 Company overview
8.9.2 Financial performance
8.9.3 Product benchmarking
8.9.4 Recent developments
8.10 Valve Corporation
8.10.1 Company overview
8.10.2 Financial performance
8.10.3 Product benchmarking
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eSports
Ninjas in Pyjamas Renews Partnership with Red Bull

NIP Group subsidiary Ninjas in Pyjamas (NIP), a legendary esports organisation founded in Sweden in 2000, has officially renewed their partnership with iconic energy drink brand Red Bull. Originally teaming up in November 2022, NIP and Red Bull will strengthen operations, drive growth and expand their reach in esports. Red Bull’s global reputation opens new doors across content creation, fan engagement and operational stability for NIP, whilst Red Bull can reach NIP’s young and engaged audience as part of their continued commitment to the esports industry.
This renewed agreement will engage esports fans through exclusive player content – such as behind-the-scenes tournament footage – alongside the integration of Red Bull branding in Ninjas in Pyjamas’ social media, streams, player jerseys across multiple teams and events.
NIP and Red Bull will also work together on various activations, including the annual [SWE] CS Summit held at Red Bull Gaming Sphere in Stockholm, which sees leaders in the Swedish Counter-Strike scene come together to discuss and shape the future of their national scene. Supporting the Swedish esports scene and driving positive change at a national level is a key pillar of this partnership, which both will take steps to achieve through various activations.
Hicham Chahine, Co-CEO of NIP Group, said: “It has been a pleasure working with Red Bull over the past two years, collaborating on a series of highly successful projects. The more we work together, the clearer it has become that we align strongly on values and how to create meaningful experiences for our fans. We are truly delighted to continue this journey with them. Their passion for innovation and excellence aligns perfectly with our vision, and together, we look forward to pushing the boundaries of this industry even further.”
The post Ninjas in Pyjamas Renews Partnership with Red Bull appeared first on European Gaming Industry News.
eSports
PandaScore and Orenes Grupo unite

Leading online sportsbook and casino operator in Spain and Mexico integrates provider’s cutting-edge esports odds feed
PandaScore, the award-winning provider of esports data, odds and betting products, has added yet another tier-one operator to its roster of partners after signing a deal with Orenes Grupo.
The partnership sees Orenes Group deploy PandaScore’s powerful Odds feed across its online betting brands in Spain and Mexico, allowing it to offer comprehensive and competitive odds for some of the most popular esports disciplines.
PandaScore’s Odds Feed really is unrivalled in the scope of markets and the value of the odds it allows operators to offer to their players. It uses a sophisticated model backed by a team of experienced traders including specialist traders for each discipline including CS2, Dota 2 and LoL.
PandaScore has seen a surge in demand for its esports betting data, odds and products as the vertical continues to go from strength to strength, especially as more tier-one brands look to get in on the action. This has seen PandaScore pass €1 billion in esports bets through its platform.
In addition to its Odds Feed, PandaScore offers a range of products including a smart BetBuilder, MicroBetting markets and an innovative AI-powered StoryBuilder.
João Carvalho, Senior Sales Manager at PandaScore, said: “Orenes Grupo has established itself as a leading operator in both Spain and Mexico with its sportsbook and casino brands and through this partnership with PandaScore, can really strengthen that position with a compelling esports betting offering.
“Demand for esports betting is on the rise and savvy operators are looking to capitalise on this by offering markets and odds to their players, which is what Orenes Grupo can now while being confident its odds are among the most competitive.
“We are thrilled to add another power player to our network of partners and look forward to working with the Orenes Grupo team to help the operator maximise the opportunity that esports betting presents.”
Vicente Rabasco, Head of Product & PMO at Orenes Grupo, added: “PandaScore is a leading provider of esports betting odds and products and we really couldn’t think of a better partner to be working with.
“We have established and defended our position by embracing new trends and delivering experiences our players demand, and this deal with PandaScore allows us to really build momentum behind our esports betting offering by putting quality at the heart of our proposition.”
The post PandaScore and Orenes Grupo unite appeared first on European Gaming Industry News.
eSports
BETBY LAUNCHES EXCLUSIVE CUSTOM CS2 LEAGUE FOR CSGOEMPIRE

BETBY, a premium provider of innovative sports betting solutions, has announced the launch of a custom-made Counter-Strike 2 (CS2) league exclusively for CSGOEmpire, a leading operator in the esports sector. This latest addition reinforces BETBY’s commitment to delivering tailored esports experiences that enhance engagement and offer operators unique branding opportunities.
The newly introduced league, integrated into BETBY’s award-winning esports content portfolio BETBY Games, fully replicates the lifecycle of a real CS2 match. It follows a best-of-three (BO3) format with a maximum of 24 rounds (MR24) and overtime, incorporating side switches, weapon purchases, bomb plants, and all the mechanics that define real CS2 gameplay.
Featuring top teams from the HLTV ranking, the league ensures a high level of competition. Additionally, a special guest team, ‘Empire’, representing CSGOEmpire’s brand owners, joins the lineup with an up-to-date roster. This exclusive league was made possible through complex mathematical modeling and advanced infrastructure. It is available only on CSGOEmpire, providing its audience with an unparalleled esports betting experience.
This initiative is part of BETBY’s broader strategic collaboration with Moonrail Limited, the parent company of CSGOEmpire. Through this partnership, BETBY has provided its cutting-edge technology and services to enhance CSGOEmpire’s sportsbook operations, further strengthening its position in the sports betting sector.
Kirill Nekrasov, Head of Sportsbook Product at BETBY, commented: “Our partnership with CSGOEmpire to develop a custom CS2 league highlights our ongoing efforts to push the boundaries of innovation in esports betting. We have meticulously designed this league to replicate the real dynamics of professional CS2 gameplay, ensuring that CSGOEmpire’s users enjoy an authentic and engaging experience that cannot be found anywhere else.”
A representative from CSGOEmpire added: “At CSGOEmpire, we are always looking for ways to bring our users the most authentic and immersive esports betting experiences. BETBY’s ability to develop a fully customized CS2 league that mirrors real gameplay is a game-changer for us. This exclusive league not only strengthens our brand identity but also provides our community with a truly unique betting product they won’t find anywhere else.”
The launch of this league builds upon BETBY’s previous announcement introducing customizable esports tournaments, allowing operators to create tailor-made leagues that align with their brand identity. This framework enables partners to personalize various aspects of their tournaments, from team branding to in-game visuals, making content more engaging and brand-specific. The collaboration with CSGOEmpire is a prime example of how this approach can deliver a unique product that resonates with the platform’s users.
The post BETBY LAUNCHES EXCLUSIVE CUSTOM CS2 LEAGUE FOR CSGOEMPIRE appeared first on European Gaming Industry News.
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