eSports
Global Esports Market (2022 to 2030) – Size, Share & Trends Analysis Report
![](https://recentslotreleases.com/wp-content/uploads/2022/07/global-esports-market-2022-to-2030-size-share-trends-analysis-report.png)
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
Abios partners with Kindred Group to provide full esports betting solutions
![abios-partners-with-kindred-group-to-provide-full-esports-betting-solutions](https://recentslotreleases.com/wp-content/uploads/2025/02/144541-abios-partners-with-kindred-group-to-provide-full-esports-betting-solutions.png)
New partnership will see Kambi’s Esports division deliver its full suite of esports products, including odds via Kambi’s Odds Feed+ API, to Kindred’s in-house sportsbook
Abios, a leading esports data and odds provider and part of Kambi Group, is pleased to announce a multi-year partnership with Kindred Group, one of the world’s leading online betting and gaming operators, to provide its full range of best-in-class esports betting solutions.
Abios will supply its complete esports package, including odds, data, widgets and always-on content, to Kindred’s Unibet and 32Red brands, providing the operator’s in-house sportsbook with unrivalled esports betting experiences.
Leveraging Kambi’s Odds Feed+ API, Abios will deliver its high-uptime odds feed which includes comprehensive esoccer and ebasketball coverage, as well as leading esports titles such as Counter-Strike 2, League of Legends, Dota 2 and VALORANT. Utilising automated modelling, Abios’ low latency odds feed utilises official tournament data to power leading features such as bet builder and player props.
The new agreement is in addition to the Esports odds service Abios currently provides to Kindred as part of Kambi’s Turnkey Sportsbook service.
Anton Janér, Managing Director and Co-founder of Abios, said: “We are delighted to strengthen our partnership with Unibet and the wider Kindred Group, a leader in the global sports betting and gaming market. This agreement showcases the value of Abios’ full esports odds packages and our ability to deliver innovative solutions that meet the evolving needs of operators and enables them to reach new audiences through the growth of esports.”
Ben Colley, Sportsbook Director of Kindred Group, added: “Esports continues to grow in popularity, and it’s essential that we offer our customers the best possible experience in this exciting category. Extending our partnership with Abios via Kambi’s Odds Feed+ API and leveraging their deep expertise and esports odds solutions ensures we remain at the forefront of esports betting, delivering unparalleled products and services to our players.”
The post Abios partners with Kindred Group to provide full esports betting solutions appeared first on European Gaming Industry News.
eSports
BETBY TO POWER SOFTLABS’ ESPORTS PORTFOLIO WITH BETBY GAMES
![betby-to-power-softlabs’-esports-portfolio-with-betby-games](https://recentslotreleases.com/wp-content/uploads/2025/02/144509-betby-to-power-softlabs-esports-portfolio-with-betby-games.jpg)
BETBY, a leading sportsbook supplier, has announced a strategic partnership with iGaming provider Softlabs, in an agreement that will further increase the reach of its proprietary esports product. Through this partnership, BETBY’s award-winning esports solution, BETBY Games, will be made available to all operators on Softlabs’s partner network.
Softlabs will be seeking to to leverage the BETBY Games proven content that delivers fast-paced wagering action on a content lineup, which includes eSoccer, eBasketball, eFighting, eCricket, eShooter, eHorse Racing, eTennis, and eStreet Soccer. This will provide its partners with over 60 tournaments featuring over 350 markets, and 245,000 live matches per month.
“Softlabs has built a strong reputation in the industry and we are thrilled to join forces with them,” said Kirill Nekrasov, Head of BETBY Games. “This partnership allows us to extend the reach of BETBY Games and provide Softlabs with an even richer esports portfolio. Together, we’re pushing the boundaries of innovation in the esports betting landscape.”
Dmitrii Borodint, Chief Product Officer at Softlabs, commented: “Partnering with BETBY marks an exciting new chapter for us. The exceptional quality and variety of BETBY Games content will provide our clients and their players with a highly immersive and customizable esports experience, helping us to stand out in an increasingly competitive market.”
The post BETBY TO POWER SOFTLABS’ ESPORTS PORTFOLIO WITH BETBY GAMES appeared first on European Gaming Industry News.
eSports
Sony’s INZONE Becomes Main Partner of VCT EMEA
![sony’s-inzone-becomes-main-partner-of-vct-emea](https://recentslotreleases.com/wp-content/uploads/2025/02/144431-sonys-inzone-becomes-main-partner-of-vct-emea.jpg)
Sony’s gaming gear brand, INZONE, has become the Main Partner and the Official Gaming Display Partner of VCT EMEA for the next two years.
The gaming gear brand has previously supported the VCT as the Official Headset Partner and currently sponsors two VALORANT teams: Fnatic (EMEA) and ZETA DIVISION (APAC).
The deal will see INZONE equip the coach rooms, practice areas and co-stream rooms with top-of-the-range INZONE M10S OLED monitors, giving players, teams and broadcast partners the opportunity to use and test the equipment. In addition, fans attending the Riot Games Arena in Berlin will also get the chance to try out the monitors at the 1v1 station in the fanzone during VCT EMEA showdays.
“INZONE has become a major player in the pro-gaming performance scene, so we’re delighted to bring them on board as a partner of VCT EMEA for the next two years. Their continued support of our esports scene and commitment to serving the evolving needs of the gaming community through cutting-edge technology makes this a truly exciting collaboration,” Daniel Ringland, Head of VALORANT Esports EMEA, said.
The post Sony’s INZONE Becomes Main Partner of VCT EMEA appeared first on European Gaming Industry News.
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