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Redding, California - October 4, 2024

eSports Market to be Worth $9.1 Billion by 2031

eSports Market Size, Share, Forecast, & Trends Analysis by Revenue Model (Sponsorships, Media & Broadcasting Rights), Streaming (Live, On-demand), Genre (Real-time Strategy, Multiplayer Online Battle Arena, Others), Platform (PCs, Mobile Platforms) & Geography - Global Forecast to 2031


Meticulous Research®—a leading global market research company, published a research report titled, ‘eSports Market - Global Opportunity Analysis and Industry Forecast (2024-2031)’. According to this latest publication from Meticulous Research®, the eSports market is expected to reach $9.1 billion by 2031, at a CAGR of 21.8% from 2024 to 2031.

The growth of the eSports market is driven by the increasing interest in tournaments and events, along with the low barriers to entry for new players. However, limited awareness of eSports among potential audiences restrains the growth of this market.

Additionally, the availability of sponsorship and partnership opportunities for eSports organizations, as well as initiatives aimed at professionalizing the industry, are expected to create growth opportunities for market participants. However, the lack of professional opportunities for eSports teams in emerging countries is a significant challenge impacting the market’s growth.

Furthermore, the growing interest in mobile gaming and the increase in eSports professionals streaming their content on platforms like Twitch and YouTube are major trends in the eSports market.

Key Players:

The eSports market is characterized by a moderately competitive scenario due to the presence of many large- and small-sized global, regional, and local players. The major players operating in the eSports market include TaKeTV GmbH (Germany), Activision Blizzard, Inc. (U.S.), Nintendo of America Inc. (U.S.), Sony Interactive Entertainment Inc. (U.S.), Take-Two Interactive Software, Inc. (U.S.), Gfinity PLC (U.K), Tencent Holdings Limited (China), Electronic Arts Inc. (U.S.), ESL Gaming GmbH (Germany), NODWIN Gaming Pvt Ltd. (India), Garena Online Private Limited (Singapore), Kafu Games (Saudi Arabia), HUYA Inc. (China), Gameloft SE (France), and Red Bull GmbH (Germany).

The global eSports market is segmented by revenue model, streaming type, genre, and platform. The report also evaluates industry competitors and analyzes the eSports market at the regional and country levels.

Among the revenue models studied in this report, in 2024, the sponsorship segment is anticipated to dominate the global eSports market, with a share of 35.0%. Sponsorship plays a pivotal role in eSports, providing essential support for teams, tournaments, and individual players. The rise of digital marketing strategies targeting younger audiences and the growing popularity of live-streaming platforms that enhance fan engagement are factors contributing to the segment’s large market share.

Among the streaming types studied in this report, in 2024, the live streaming segment is anticipated to dominate the global eSports market, with a share of 64.0%. The increasing accessibility to the Internet, the rapid rollout of 5G networks, and the proliferation of dedicated esports streaming platforms are factors contributing to the segment’s large market share.

Among the genres studied in this report, in 2024, the multiplayer online battle arena segment is anticipated to dominate the global eSports market, with a share of 31.0%. The increasing number of multiplayer online battle arena (MOBA) competitions, the increase in eSports prize pools, and the high popularity of MOBA games are factors contributing to the segment’s large market share.

Among the platforms studied in this report, in 2024, the PCs segment is anticipated to dominate the global eSports market, with a share of 47.0%. The proliferation of new PC games, advancements in gaming hardware and high-performance graphics cards, and the growing demand for gameplay streaming are factors contributing to the segment’s large market share.

Geographic Review: 

This research report analyzes major geographies and provides a comprehensive analysis of the eSports market in Europe (Germany, U.K., France, Italy, Spain, Netherlands, Denmark, Rest of Europe), Asia-Pacific (China, Japan, South Korea, India, Philippines, Thailand, Taiwan, Singapore, Vietnam, Malaysia, Rest of Asia-Pacific), North America (U.S., Canada), Latin America (Brazil, Mexico, Rest of Latin America), and the Middle East & Africa (Israel, UAE, Rest of Middle East & Africa).

Among the regions studied in this report, in 2024, Asia-Pacific is anticipated to dominate the global eSports market, with a share of 42.0%. Asia-Pacific’s major market share can be attributed to the increasing number of eSports tournaments & events, ongoing digitization across the region, rising foreign investment in the eSports sector, and the rising popularity of mobile gaming in Southeast Asia.

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Key Questions Answered in the Report-

  • Which are the high-growth market segments based on revenue model, streaming, genre, and platform?
  • What was the historical market for eSports?
  • What are the market forecasts and estimates for the period 2024–2031?
  • What are the major drivers, restraints, opportunities, and challenges in the eSports market?
  • Who are the major players in the eSports market, and what are their market shares?
  • What is the competitive landscape like?
  • What are the recent developments in the eSports market?
  • What are the different strategies adopted by the major players in the eSports market?
  • What are the key geographic trends, and which are the high-growth countries?
  • Who are the emerging players in the global eSports market, and how do they compete with the other players?

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