Significant fluctuations are estimated for all segments over the forecast period for the revenue. Overall, the revenue appears to follow a positive trend, as there are more increasing values than decreasing values expected in the individual segments until 2029. Among them, the segment Media Rights achieves the relatively highest value throughout the entire period, reaching 9.32 million U.S. dollars.
Data provided by Statista Market Insights are estimates.
Definition:
Esports, short for electronic sports, refers to competitive video gaming where professional players or teams compete in various multiplayer video games. These competitions are often organized into leagues, tournaments, and events, attracting both online and offline audiences. Esports has grown into a global industry, with players, sponsors, and spectators contributing to its popularity and economic significance.
Structure:
The Esports market can be divided into 6 different parts. First, Sponsorship & Advertising, which refers to revenues made from sponsorship deals and advertising for events and tournaments. Merchandise & Ticketing refers to the revenues generated mainly from tournament tickets and the merchandise that comes with it. Additionally, Streaming, Media Rights and Publisher Fees, which all refers to the revenue that is associated with broadcasting Esports events accross various channels. Lastly, Esports Betting includes the betting on outcomes of Esport events.
Additional information:
The market comprises revenues, ad spendings, users, average revenue per user, and penetration rates. Revenues are generated through advertising spending and consumer spending. Sales channel data shows both online and offline revenues. Information on Esports betting can also be found in the Digital Market Insights. All monetary figures refer to the annual gross revenue. Key players of the market include companies or teams such as FaZe, Cloud9 or TSM. For more information on the data displayed, use the info button right next to the boxes.
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Statista. (September 4, 2024). Forecasted e-sports revenue in Saudi Arabia from 2019 to 2029, by type (in million U.S. dollars) [Graph]. In Statista. Retrieved November 24, 2024, from https://www.statista.com/forecasts/1331927/saudi-arabia-e-sports-revenue-by-type
Statista. "Forecasted e-sports revenue in Saudi Arabia from 2019 to 2029, by type (in million U.S. dollars)." Chart. September 4, 2024. Statista. Accessed November 24, 2024. https://www.statista.com/forecasts/1331927/saudi-arabia-e-sports-revenue-by-type
Statista. (2024). Forecasted e-sports revenue in Saudi Arabia from 2019 to 2029, by type (in million U.S. dollars). Statista. Statista Inc.. Accessed: November 24, 2024. https://www.statista.com/forecasts/1331927/saudi-arabia-e-sports-revenue-by-type
Statista. "Forecasted E-sports Revenue in Saudi Arabia from 2019 to 2029, by Type (in Million U.S. Dollars)." Statista, Statista Inc., 4 Sep 2024, https://www.statista.com/forecasts/1331927/saudi-arabia-e-sports-revenue-by-type
Statista, Forecasted e-sports revenue in Saudi Arabia from 2019 to 2029, by type (in million U.S. dollars) Statista, https://www.statista.com/forecasts/1331927/saudi-arabia-e-sports-revenue-by-type (last visited November 24, 2024)
Forecasted e-sports revenue in Saudi Arabia from 2019 to 2029, by type (in million U.S. dollars) [Graph], Statista, September 4, 2024. [Online]. Available: https://www.statista.com/forecasts/1331927/saudi-arabia-e-sports-revenue-by-type