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

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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.

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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

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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

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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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8Bit Creatives partners with NODWIN Gaming as the exclusive talent partner for DreamHack India

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8Bit Creatives, India’s leading esports consulting and talent management agency, has announced its partnership with NODWIN Gaming, a leader in new-age youth entertainment, gaming, and esports, as the exclusive Talent Partner for DreamHack India 2024.

With this partnership, 8Bit Creatives will leverage its significant reach in the Indian gaming, esports and youth communities through its prominent and talented roster of creators. These creators will create content leading up to the festival and also host meet-and-greet sessions.

India’s biggest gaming festival, DreamHack India, is set to take place from 15th to 17th November at the Hitex Exhibition Centre in Hyderabad, marking its fifth edition. For half a decade, the India edition of the global festival has become one of the most anticipated events of the Indian gaming ecosystem. Bringing together a plethora of events, including esports tournaments, BYOD (Bring Your Own Device) events, cosplay competitions, music concerts, and stand-up comedy, DreamHack India is the celebration of gaming, esports, pop-culture, and entertainment.

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8Bit Creatives, CEO and founder Animesh Agarwal said “DreamHack India is one of the most prominent events in the Indian gaming and esports calendar and we’re proud to be the exclusive talent partners for it. This is further recognition of 8Bit Creatives’ ability to meaningfully engage the gaming and youth audiences across the country. Our belief in working with the right creators who create experiences that resonate with the youth audiences distinguishes our offerings and we can’t wait to share what we have in store for DreamHack India 2024 with our audiences!”

This is not the first time that 8Bit Creatives will partner with DreamHack India. The organisation was also the talent partner for the event in 2022.

Commenting on the partnership, NODWIN Gaming, Co-founder and MD Akshat Rathee said “Our vision at NODWIN Gaming is to create unforgettable experiences for the youth, and DreamHack has proven to be the ultimate platform to realise that vision, bringing together gaming, entertainment, and community in an immersive celebration. We’re thrilled to have 8Bit Creatives as our exclusive Talent Partner for DreamHack India 2024. It’s especially exciting to welcome iconic creators like Mortal, who joined us in our very first edition, back for this landmark fifth year, alongside fan favourites like Snax, Kaashvi, Thug, and Payal. These creators bring a unique energy that connects deeply with our fans and elevates every moment. Their presence underscores our commitment to crafting electrifying experiences year after year, building on the momentum of events like BGMS and past DreamHack editions. Together with 8Bit and this powerhouse lineup, we’re setting the stage for an unforgettable event that will bring fans and creators closer than ever before!”

8Bit Creatives’s content and esports division S8UL became the only organisation in the year to win ‘Content Group of the Year’ award for the third consecutive year at the Esports Awards 2024. Additionally, they are the only organisation from India to ever win an Esports Award in any category. Earlier this year, gaming content creators from 8Bit Creatives including Naman Mathur, Payal Dhare and Animesh “Thug” Agarwal were invited for a meet and greet session with the honourable Prime Minister Shri Narendra Modi.

The organisation has been at the forefront of India’s gaming and content ecosystem with its extensive range of services, including talent management, campaign curation and execution, brand activations and more.

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The post 8Bit Creatives partners with NODWIN Gaming as the exclusive talent partner for DreamHack India appeared first on European Gaming Industry News.

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SOFTSWISS Sportsbook Doubles Esports Turnover in Q3 2024

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1 November 2024 – Esports has experienced explosive growth in Q3 2024, doubling turnover compared to the previous quarter. The average bet on cybersports increased by 17.6% quarter-on-quarter. SOFTSWISS, a global tech expert with over 15 years of experience providing innovative iGaming solutions, shares the SOFTSWISS Sportsbook Q3 2024 report.

The top five sports by Gross Gaming Revenue (GGR) remain consistent: Football, Tennis, Basketball, Table Tennis, and eFootball. For the second consecutive quarter, eFootball has outperformed Counter-Strike 2, indicating a shifting interest within the esports sector. Nevertheless, football continues to dominate, contributing nearly half of the total GGR.

The average live bet grew by 10% quarter-on-quarter, a positive development for operators as live bets hold 78.6% of turnover. The SOFTSWISS Sportsbook team is actively enhancing the live betting experience, aiming to capitalise on this trend and provide operators with even greater revenue opportunities.

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The average bet grew by 9.7% quarter-on-quarter in Q3 2024, and the number of bets increased by 18.7%. GGR saw a modest growth of 1.5% quarter-on-quarter.

Despite the large number of projects launched for the UEFA Euro 2024, month-on-month statistics show that with the right promotional strategies, projects continue to operate successfully even after such massive events. 

 

Alexander Kamenetskyi, Head of SOFTSWISS Sportsbook, adds: “Aligning a launch with a major sporting event can be a successful strategy, but football is not the only sport that can be leveraged in this way. The growth of cybersports presents new opportunities; for specialised projects targeting specific audiences, esports events can also serve as an effective starting point. 

We continuously focus on product growth and development, enhancing features and user experience to drive further engagement and profitability for our partners.”

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The SOFTSWISS Sportsbook is expanding its global presence. The product team is on track to secure certification in Brazil, conducted by an authorised testing laboratory. Furthermore, for the South African market, the SOFTSWISS Sportsbook has recently integrated a Horse Racing Module. This addition offers operators new business opportunities by covering over 2,400 international and local races monthly. The solution engages players with race cards, silks, and multiple bet types while providing operators unique skins and configurations to align with various brand identities.

The SOFTSWISS team is working on The iGaming Trends Report 2025, which offers a deep dive into key industry developments based on over 50,000 media headlines and insights from industry experts. Covering areas like regulation, marketing, technology, and business growth, this report provides a data-driven perspective on the trends shaping the upcoming year. The SOFTSWISS team shares the possibility of joining the waiting list.

All SOFTSWISS products will be showcased at the final major industry event, SiGMA Europe, at stand 2145.

The post SOFTSWISS Sportsbook Doubles Esports Turnover in Q3 2024 appeared first on European Gaming Industry News.

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BLAST Announces Landmark Expanded Partnership as Blacklyte Becomes Global Chair & Desk Partner Across Five Esports Titles in 2025

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Esport entertainment company BLAST has announced an expanded Global Partnership with Blacklyte for 2025. The landmark partnership marks a significant milestone in esports history, being the first of its kind to encompass five leading esports titles.

As a Global Chair & Desk Partner, Blacklyte will play a pivotal role in supporting the world’s best esports players by providing custom-made esports desks and chairs for the competitive landscape across these five popular esports titles: Rainbow Six Esports (Tom Clancy’s Rainbow Six Siege), BLAST Premier (Counter-Strike), BLAST Slam (Dota), RLCS (Rocket League Championship Series), and FNCS (Fortnite Championship Series).

This partnership not only showcases Blacklyte’s commitment to the esports community but also emphasises its dedication to elevating the industry by providing players with the best equipment possible to compete at the elite level.

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Last month, BLAST announced Blacklyte as the first commercial partner for Fortnite Competitive for the FNCS Global Championship 2024 in Fort Worth, Texas, United States.

The expansion of the partnership means Blacklyte will cover all esports titles BLAST operates in 2025. The partnership will focus on delivering unique and immersive experiences for fans and players alike. Alongside Blacklyte’s products being used by streamers and players across more than ten arena events and many more studio events in 2025. Blacklyte will also be integrated physically into these events and within broadcasts.

Blacklyte produces desks that set a new standard for quality and durability. These state-of-the-art desks are designed to withstand everything. They will be showcased at the BLAST Premier World Final in Singapore for the first time.

Alexander Lewin, SVP of Commercial Revenue for BLAST, said: “We are proud to expand our partnership with Blacklyte to encompass all five of our esports titles heading into 2025. This marks a landmark moment for BLAST. We work across a number of leading esports ecosystems, which gives us the ability to leverage these different communities and tournaments. This partnership is testament to harnessing that network to create best-in-class partnerships.”

Alexander Liu, CEO at Blacklyte, said: “We are excited to enter into this unprecedented partnership with BLAST, which will enable us to reach a broader audience and create a lasting impact across multiple titles. This collaboration signifies a new era for esports, where we can unify diverse gaming communities under one strategic initiative, providing equipment to help esports players compete at the top level.”

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The post BLAST Announces Landmark Expanded Partnership as Blacklyte Becomes Global Chair & Desk Partner Across Five Esports Titles in 2025 appeared first on European Gaming Industry News.

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