Esports - G7

  • G7
  • In G7, the revenue in the Esports market is projected to reach US$2,175.0m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.05%, which will result in a projected market volume of US$3,057.0m by 2029.
  • The largest market within this market is Esports market_Betting, which is anticipated to have a market volume of US$1,509.0m in 2024.
  • With a projected market volume of US$1,070.0m in 2024, the majority of revenue is generated the United States.
  • In the Esports market, the number of users in G7 is expected to amount to 185.8m users by 2029.
  • User penetration is forecasted to be 18.6% in 2024 and is expected to increase to 23.6% by 2029.
  • The average revenue per user (ARPU) is anticipated to amount to US$15.04.
  • In the United States, the Esports market is witnessing a surge in investment from traditional sports franchises, reflecting a growing integration of gaming into mainstream entertainment.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports Market in G7 is undergoing steady growth, driven by factors such as increasing popularity of digital media, rising interest in competitive gaming, and the convenience of online services. However, the mild growth rate may be impacted by factors such as regulatory challenges and competition within sub-markets.

Customer preferences:
As the eSports industry continues to gain mainstream popularity, consumer preferences are shifting towards immersive and interactive experiences. This is fueled by the growing use of virtual and augmented reality technologies, providing a more realistic and engaging gaming experience. Additionally, the rise of mobile gaming has broadened the demographic reach of eSports, appealing to a wider audience. This trend highlights the importance of constantly evolving and innovating in the eSports market to meet the changing demands of consumers.

Trends in the market:
In the eSports market, there is a growing trend of partnerships between traditional sports leagues and eSports organizations. Major leagues such as the NBA and NFL are investing in eSports teams and hosting events, while eSports tournaments are being held in traditional sports venues. This trend highlights the increasing mainstream acceptance and integration of eSports. At the same time, it presents opportunities for both industries to tap into each other's fan bases and drive revenue. However, it also raises concerns about potential conflicts of interest and the impact on the authenticity of the eSports experience. As this trend continues to evolve, stakeholders in the industry must carefully navigate these implications to ensure sustainable growth.

Local special circumstances:
In South Korea, the eSports market has flourished due to the country's strong gaming culture and advanced internet infrastructure. The government has also played a significant role in promoting eSports, with the establishment of the Korea e-Sports Association and hosting major international tournaments. Additionally, South Korea's highly competitive and skilled player base has led to the development of top-performing teams and players, further fueling the growth of the market.

Underlying macroeconomic factors:
The growth of the eSports market is heavily impacted by macroeconomic factors such as global economic trends, national economic health, fiscal policies, and other financial indicators. Countries with strong economic growth and stable fiscal policies are experiencing rapid market growth, as they have the resources to invest in infrastructure and technology that support the eSports industry. In contrast, regions with economic instability and limited funding for entertainment and leisure activities may see slower market growth. Additionally, the increasing popularity of eSports in both developed and emerging economies is driving the demand for more accessible and affordable gaming platforms, further fueling the growth of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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