eSports, short for electronic sports, refers to competitive video gaming organized in a professional or semi-professional setting. Players or teams compete against each other in various video games, often in multiplayer formats, with tournaments and leagues organized on local, national, and international levels. eSports has gained significant popularity in recent years, with professional players, teams, and organizations competing for prize money, sponsorships, and recognition. Games commonly played in eSports include popular titles like League of Legends, Counter-Strike: Global Offensive, Dota 2, Overwatch, and many others across a range of genres such as first-person shooters, real-time strategy, and multiplayer online battle arena (MOBA) games.
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Data Bridge Market Research analyzes that the Global eSports Market is expected reach USD 6.19 billion by 2031 from USD 1.58 billion in 2023, growing with CAGR of 18.8% during forecast period of 2024 to 2031.
Key Findings of the Study
Technological Advancements in Gaming Hardware and Software
The continuous innovation and improvement in gaming technology have led to enhanced gaming experiences, which directly impact the competitiveness and appeal of eSports. Firstly, advancements in gaming hardware, such as graphics processing units (GPUs), central processing units (CPUs), and peripherals like high-performance gaming mice and keyboards, enable players to achieve higher levels of precision, responsiveness, and immersion during gameplay. These technological improvements not only enhance the skill for players but also contribute to the overall spectacle and excitement of eSports events, attracting larger audiences and sponsors.
Report Scope and Market Segmentation
Report Metric
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Details
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Forecast Period
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2024 to 2031
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Base Year
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2023
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Historic Years
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2022 (Customizable to 2016 - 2021)
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Quantitative Units
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Revenue in USD Billion
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Segments Covered
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Revenue Streams (Sponsorships and Direct Advertisements, Media Rights, Publisher Fees, Tickets and Merchandise, Digital, and Streaming), Games (First/Third Person Shooters (FPS/TPS), Multiplayer Online Battle Arena (MOBA), Real Time Strategy (RTS), Fighting Games, Sports Simulations, Player Vs. Player (PvP), and Others), E-Platform (Mobile and Tablets, Consoles-Based eSports, PC-based eSports)
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Countries Covered
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U.S., Canada, Mexico, Germany, France, Italy, U.K., Netherlands, Belgium, Spain, Switzerland, Russia, Turkey, Rest of Europe, China, Japan, South Korea, India, Australia, Singapore, Thailand, Malaysia, Indonesia, Philippines, Rest of Asia-Pacific, Brazil, Argentina, Rest of South America, Saudi Arabia, South Africa, U.A.E., Egypt, Israel, and Rest of Middle East And Africa
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Market Players Covered
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FaZe Holdings Inc. (U.S.), X1 Entertainment Group (Canada), ESL FACEIT GROUP (Germany), CLOUD9 (U.S.), Activision Blizzard (U.S.), Gfinity PLC. (U.K.), NODWINGAMING (India), G ESports Holding GmbH. (Germany), Team Liquid (Netherlands), Challonge, LLC, Battlefy, Inc. (Canada), Play Versus, Inc. (U.S.), OPTIC GAMING (U.S.), ESports Battle, and ESports Tower LLC. (U.S.), among others
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Data Points Covered in the Report
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In addition to the insights on market scenarios such as market value, growth rate, segmentation, geographical coverage, and major players, the market reports curated by the Data Bridge Market Research also include in-depth expert analysis, geographically represented company-wise production and capacity, network layouts of distributors and partners, detailed and updated price trend analysis and deficit analysis of supply chain and demand
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Segment Analysis
The global eSports market is segmented into three notable segments based on revenue streams, games, and E-platform.
- On the basis of revenue streams, the market is segmented into sponsorships and direct advertisements, media rights, publisher fees, tickets and merchandise, digital, and streaming
In 2024, the sponsorships and direct advertisements segment is expected to dominate the global eSports market
In 2024, the sponsorships and direct advertisements segment is expected to dominate the market with a market share of 60.89% due to the industry's booming popularity and demographic appeal. eSports events attract millions of viewers globally, predominantly younger audiences highly coveted by advertisers.
- On the basis of games, the market is segmented into First/Third Person Shooters (FPS/TPS), Multiplayer Online Battle Arena (MOBA), Real Time Strategy (RTS), fighting games, sports simulations, player vs. player (PvP), and others
In 2024, the first/third person shooters (FPS/TPS) segment is expected to dominate the global eSports market
In 2024, the First/Third Person Shooters (FPS/TPS) segment is expected to dominate the market with a 25.50% market share due to several reasons as these games offer fast-paced action, strategic depth, and competitive gameplay, which attract both players and viewers.
- On the basis of E-platform, the market is segmented into mobile and tablets, consoles-based eSports, and PC-based eSports. In 2024, the mobile and tablets segment is expected to dominate the market with a 43.95% market share
Major Players
Data Bridge Market Research analyzes Activision Blizzard (U.S.), ESL FACEIT GROUP (Germany), Team Liquid (Netherlands), Play Versus, Inc. (U.S.), and FaZe Holdings Inc. (U.S.) as major market players in global eSports market.
Market Developments
- In April 2024, ESL FACEIT GROUP and Qualcomm Technologies Inc. announced an extended roadmap for Year 3 of the Snapdragon Pro Series, the world's largest multi-title mobile eSports competition. Seasons 5 and 6 of the tournament include the highest prize fund in Snapdragon Pro Series history, totaling up to roughly USD 4.4 million. This kind of investment from publishers promotes company growth by attracting players from all around the world
- In March 2024, ESL FACEIT GROUP has announced the beginning of FACEIT League, an Overwatch team league run by FACEIT. The all-new open circuit welcomes players of all skill levels from six areas to fight for a portion of the USD 170,000 prize pool and a seat in the top regional spots in the inaugural ESports World Cup (EWC) this summer
- In February 2024, FaZe Holdings Inc. stated that its investors voted to accept the proposed merger with GameSquare Holdings, Inc. FaZe Clan and GameSquare expect the deal to close shortly thereafter, subject to usual closing conditions. This merger helps the firm obtain more recognition among viewers and gamers, resulting in increased revenue growth
- In January 2024, FaZe Holdings, Inc. and Rollbit, a major name in online gaming and entertainment, have announced a new multimillion-dollar eSports sponsorship arrangement. Under the terms of the relationship, Rollbit will become a global partner of FaZe Clan's Counter-Strike squad, which is presently rated first in the CS2 Valve World Ranking. Rollbit's support of FaZe Clan is entirely concentrated outside of the United States. This sponsorship enables the corporation to provide a robust and sustained program for its followers
- In November 2023, NEXT-GEN at eSports battle Hockey, the developers mentioned that in this version of the game, virtual hockey became more realistic than ever as pressure game showed how much strength real hockey requires, Ice Vision and Feint Control provided full control over the players, and Physical Contact added realism to the movements
Regional Analysis
Geographically, the countries covered in the global eSports market report are U.S., Canada, Mexico, Germany, France, U.K., France, Italy, Russia, Spain, Switzerland, Belgium, Netherlands, rest of Europe, China, Japan, India, South Korea, Australia and New Zealand, Hong Kong, Singapore, Malaysia, Indonesia, Thailand, Philippines, Taiwan, rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, rest of Middle East and Africa, Brazil, Argentina, and rest of South America.
As per Data Bridge Market Research analysis:
Asia-Pacific is expected to the dominant and fastest growing region in the global eSports market
Asia-Pacific is expected to dominate and fastest growing region in market due to rapid industrialization, increasing construction activities, and high demand for paints, coatings, and adhesives, supported by growing infrastructure development and manufacturing sectors in the region.
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