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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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BETER Names Adam Conway as General Manager of Esports Business Division

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Seasoned esports professional joins fast-betting content provider, bringing over 20 years of trading and product experience to elevate its offering

BETER, an award-winning provider of fast-betting content, data, and live streaming for esports and sports, has appointed former SIS senior executive Adam Conway as its new General Manager of Esports Business Division, significantly strengthening the company’s position in the market.

Conway is a highly accomplished manager in the betting industry, with more than 20 years of experience in overseeing and launching successful product portfolios.

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Adam joins BETER following a ten-year tenure at SIS, where he held various positions—from Head of Trading to Global Head of Esports and Competitive Gaming. Before SIS, he held roles at several companies, including Head of Trading at betting powerhouse Ladbrokes.

As Esports General Manager at BETER, Adam will be responsible for strengthening the provider’s leadership in the fast-betting domain, as well as developing and expanding the number of in-house events for the company’s flagship ESportsBattle tournaments, which currently feature disciplines such as eFootball, eBasketball, and eHockey.

Conway will spearhead the development of new disciplines—eCricket and eTennis are set to launch soon—and focus on enhancing relationships with existing clients while establishing new partnerships.

Adam will lead a team of over 200 specialists and 500 professional athletes, delivering more than 500,000 esports events annually across four countries. He will also work closely with key industry bodies, including the Esports Integrity Commission (ESIC) and the International Betting Integrity Association (IBIA).

Gal Ehrlich, CEO at BETER, said: “Adam’s background in esports is unmatched, and we are thrilled to have him on board as we continue to enhance our esports offering, especially our flagship ESportsBattle tournaments.

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“We’re already the go-to provider for fast-betting content, data, and live streaming in esports and sports. With Adam as our Esports General Manager, we’re confident we’ll strengthen that leadership and further distance ourselves from the competition.

“We’re excited to welcome Adam and look forward to the significant value his expertise will bring to our partners worldwide.”

Adam Conway, Esports General Manager at BETER, added: “It’s an honour to join BETER and contribute my extensive experience in trading and product development to such a pioneering company.

“BETER is the undisputed market leader, and I’m excited to help ensure it remains at the forefront—delivering exceptional products to operator partners and bettors alike.”

The post BETER Names Adam Conway as General Manager of Esports Business Division appeared first on European Gaming Industry News.

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AA Gaming Announce the Rajasthan State Esports Championship (RSEC) with Youth Affairs & Sports Department, Govt. Of Rajasthan

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The Rajasthan Youth Board (Youth Affairs & Sports Department, Government of Rajasthan), in collaboration with AA Gaming, has officially announced the Rajasthan State Esports Championship (RSEC) – a landmark state-level initiative poised to engage thousands of players from across the state.
The RSEC 2025 will feature top esports titles including Battlegrounds Mobile India (BGMI), CS2, E-Cricket, and E-Football. Spanning over four stages, the championship aims to reach more than 200 colleges across 41 districts in Rajasthan, making it one of the most comprehensive esports tournaments at the state level in India.
The tournament will unfold in the following stages:
  • Open Qualifiers
  • Inter-College Knockout Rounds
  • Semifinals
  • Grand Finals – which will be live-streamed and culminate in a prestigious awards ceremony.
A core highlight of the RSEC 2025 will be a series of esports workshops, organized by AA Gaming during the inter-college knockout rounds held across Rajasthan. These workshops, in
collaboration with industry experts, are designed to educate and empower participants with essential knowledge and skills, positioning Rajasthan’s youth at the forefront of the rapidly growing esports industry.
Recognized now on global platforms like the Olympic Esports Series, the Asian Games, and the Commonwealth Esports Championship, esports has become a legitimate sporting and medal discipline. With this in mind, the RSEC workshops will cover:
  • Gaming techniques and strategic play
  • Game development fundamentals
  • Esports career pathways
  • Mental health and well-being for athletes
  • Team-building and communication
  • Professional conduct in esports
  • In-depth game analysis and review
Speaking about the RSEC, Dr. Neeraj Kumar Pawan (I.A.S) Chairman, Rajasthan Youth Board & Secretary, Youth Affairs & Sports Department, Government Of Rajasthan, said, “I extend my heartfelt best wishes for the upcoming Rajasthan State Esports Championship. As Rajasthan does not yet have an official esports federation, the Youth Affairs & Sports Department of Rajasthan has taken the initiative to support the esports ecosystem by joining hands with passionate youth, many of whom have come forward through the Youth Board. This championship marks a significant first step in promoting esports across the state, and I wholeheartedly commend the young leaders driving this movement.”
Commenting on the tournament, Akash Dhangar, Founder and CEO of AA Gaming, said:
“We are thrilled to partner with the Rajasthan Youth Board for the Rajasthan State Esports Championship — a one-of-a-kind initiative that not only empowers the youth through competitive esports, but also equips them with the knowledge and skills to thrive in this fast-growing industry. Through our comprehensive workshops, we aim to provide in-depth education on the key pillars of the esports ecosystem, enabling Rajasthan’s youth to emerge as innovators and leaders in the gaming and esports space.”
These sessions aim to develop well-rounded esports professionals — from players aiming for international glory to those exploring careers in game development, casting, management, and more.
The Rajasthan State Esports Championship is a pioneering initiative by the Government of Rajasthan to integrate esports into the mainstream sporting ecosystem and harness the power of gaming to inspire, educate, and uplift the state’s youth.
With RSEC 2025, Rajasthan is set to lead by example, creating a blueprint for how regional governments can support and grow the esports ecosystem from the grassroots.

The post AA Gaming Announce the Rajasthan State Esports Championship (RSEC) with Youth Affairs & Sports Department, Govt. Of Rajasthan appeared first on European Gaming Industry News.

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StarLadder to Host 2025 CS2 Major in Budapest’s 20,000-Seat MVM Dome

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StarLadder today announced that it will host the second Counter-Strike 2 Major of 2025 in Budapest, Hungary, culminating in a four-day Playoff stage inside the MVM Dome – one of the largest and most advanced esports venues in Europe, and one of the biggest CS2 Major venues to date.

The event will run from November 24 to December 14, featuring the world’s top 32 Counter-Strike 2 teams competing for a $1.25 million prize pool and one of the most prestigious titles in the esports world.

Kicking off on November 24, the early stages of the tournament will take place at Budapest’s MTK Sportpark, a recently upgraded venue with seating for 2,000 spectators. This modern, esports-ready venue offers fans a unique opportunity to get close to the action and experience high-level Counter-Strike in the vibrant atmosphere of an offline setting.

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From December 11 to 14, the tournament moves to the MVM Dome for the playoffs. With 20,000 seats and cutting-edge production capabilities, the Dome will deliver a stadium-scale experience – featuring record-breaking LED setups, immersive lighting, and arena-wide special effects crafted to elevate the show for every fan on site. Set against the backdrop of Budapest’s iconic pre-Christmas charm, the Major will offer not just world-class esports, but also a chance for fans to experience one of Europe’s most vibrant cities during its most magical season.

“ Hosting another Major is an incredible honor, and we’re determined to make it unforgettable,” said Roman Romantsov, CEO of StarLadder. “Budapest gives us the perfect stage to push the boundaries of what a live CS2 event can look and feel like. From day one to the Grand Finals, we’re building something that fans – both in the arena and watching around the world – will remember. We invite every Counter-Strike fan to be part of this iconic moment with us.”

The post StarLadder to Host 2025 CS2 Major in Budapest’s 20,000-Seat MVM Dome appeared first on European Gaming Industry News.

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