The eSports & games streaming market is projected to register a CAGR of 11.9% during the forecast period. The eSports & games streaming market is likely to grow from US$ 2,589.6 million in 2023 to reach a valuation of US$ 7,725.9 million by 2033.
Factors Enhancing eSports & Games Streaming Market Growth
The online broadcasting of eSports & games is increasing in popularity as we move towards a digitalized world, and advanced gaming technologies are getting cheaper day by day.
The growing popularity of video games, growing awareness of eSports among children, and large-scale investments. Moreover, the adoption of advanced gaming technologies with a surge in gamers are the key factors that are expected to propel the growth of the market during the forecast period.
Mobile game streaming is a recent phenomenon that is expected to flourish in the market exponentially. As per Streamlabs, there were around 479 thousand active mobile streamers on Streamlabs in June 2019. This has increased from 150 thousand active mobile streamers in June 2018 globally.
Therefore, factors such as increasing penetration of smartphones and rising mobile streamers, are expected to augment the market growth in the future. Furthermore, growth in events with large prize pools, and increasing investments in more microtransactions in video games and franchise-style leagues are some factors expected to create lucrative opportunities.
Factors including increasing penetration of smartphones and rising mobile streamers are anticipated to accelerate the market growth. Moreover, growing viewership and increasing popularity boost the market further.
Attributes | Details |
---|---|
Global Market CAGR (2022 to 2032) | 11.9% |
Global Market Size (2022) | US$ 2,357.1 million |
Estimated Global Market Share (2023) | US$ 2,589.6 million |
Forecasted Global Market Value (2033) | US$ 7,725.9 million |
Don't pay for what you don't need
Customize your report by selecting specific countries or regions and save 30%!
The net worth of the global eSports & game streaming industry was around US$ 735.4 million in 2018. The overall market witnessed moderate growth before experiencing a steep rise during the pandemic years.
In the year 2022, the net valuation of the total eSports & game streaming services provided worldwide reached US$ 2,357.1 million. So, the average year-on-year growth rate for the market during the period between 2018 and 2022 was figured out to be 8.3%.
Many factors are favoring the growth of eSports & games streaming services, particularly through the over-the-top (OTT) platforms. However, some factors are acting as obstacles and hindering the market growth during the forecast period.
The high costs associated with the high cost of content creation as well as the lack of awareness regarding the market is expected to dampen the growth rate.
Threats from gambling or betting, piracy of video games, and lack of standardization restraining the growth of the global market. Moreover, limited tournament infrastructure and small-scale organizations are the challenges for the market.
Leading e-Sports & games streaming companies rely on a fixed revenue from monthly subscriptions than other revenue models.
The subscription model provides much data to the game developers, such as most used weapon choices, in-game choices, and game modes. Games such as Counter-Strike and Dota 2 give more emphasis on the in-game data generated.
Prominent platforms for the live streaming of games are Twitch and YouTube. According to a new report from StreamElements, Twitch viewers live-streamed a total of 2.72+ billion hours in Q2. Besides, 72.2% of all live hours were watched compared with 735.54+ million hours on YouTube Live or 19.5% in Q2 of 2019.
Likewise, Twitch’s most robust monetization tool is the subscription feature like Netflix, and seeing the benefits associated with the subscription model, in 2018. YouTube also opened its sponsorships model, in exchange for exclusive perks such as ad-free streaming, chat features, special emotes, badges, and access to archived and private streams.
This growth is further supported by the rise in the digital payment user base. For instance, in September 2018, Mastercard signed a multi-year partnership with Riot Games. This deal made Mastercard the exclusive global payment services partner for the game’s global eSports events.
Mastercard also worked with banking partners to offer unique League of Legends co-branded products in selected markets. All the aforementioned factors are expected to provide a positive outlook on the growth of subscription-based monetization tools.
Web-based eSports & Game Streaming Services to Remain the Main Contributor to the Growth of the Market
According to the FMI, the overall market by revenue streaming for subscriptions is expected to record a CAGR of 12.2% during the forecast period. Leading companies rely on a fixed revenue from monthly subscriptions than other revenue models. Further, the subscription model provides much data to the game developers, such as most used weapon choices, in-game choices, and game modes.
Category | By Solution |
---|---|
Top Segment | Web Based |
Market Share in Percentage | 67.8% |
Category | By Revenue Streams |
---|---|
Top Segment | Subscriptions |
Market Share in Percentage | 23.2% |
Throughout the research, the app-based solutions for the eSports & games streaming market are expected to register a CAGR of 11.7%. The key factor favoring the market growth includes the increasing installment of eSports & games streaming applications by smartphone users, including iOS and Android.
Get the data you need at a Fraction of the cost
Personalize your report by choosing insights you need
and save 40%!
Regional Markets Comparison | Global Market Share in Percentage |
---|---|
North America | 37.2% |
Europe | 22.4% |
The United States and the United Kingdom are two other important geographic markets, with growth forecasts of 11.7% and 10.9%, respectively. Further, the South Korea eSports & games streaming market is expected to thrive at a CAGR of around 9.4%. The market is expected to reach US$ 245.5 million during the forecast period.
Regional Markets | Global Market Share in Percentage |
---|---|
United States | 24.3% |
Germany | 8.7% |
Japan | 6.4% |
Australia | 2.7% |
Attributed to the popularity of eSports and supportive government measures for the growth of the entire gaming industry Asia Pacific countries are growing fast. Hence, these factors are likely to result in a higher CAGR of the market in Asia Pacific during the forecast period.
China is the capital of the eSports industry, and the increase in eSports tournaments in the country may lead to the rise of the game streaming market in the region. China's prominent platforms, such as YY Live (Huya), and Douyu, make money from user donations to streamers. Huya exceeded 100 million monthly active users (MAU) by December 2018 and also started competing with Twitch in terms of MAU.
Regional Markets | CAGR (2023 to 2033) |
---|---|
United Kingdom | 8.1% |
China | 8.8% |
India | 13.8% |
In 2022, the sales of eSports & games streaming in China were worth US$ 319.1 million. The eSports & games streaming market in China is likely to cross a valuation of US$ 500 million by 2033. With a CAGR of 11.2%. Japan, the world's second-leading developed economy, is expected to reach a market size of US$ 393.5 million in 2032, representing a CAGR of 10.1% throughout the forecast period.
Amazon.com, Inc., Douyu TV (Tencent Holdings Limited), YouTube Gaming (Alphabet Inc.), Facebook Gaming, and Mixer (Microsoft Corporation) are the top companies in the market.
With a sizable eSports & games streaming market share, these main firms are concentrating on growing their consumer base into new countries. These businesses are making use of strategic collaboration initiatives to grow their market share and profits.
Mid-size and smaller businesses, on the other hand, are expanding their market presence by gaining new contracts and entering new markets. Thanks to technical developments and product innovations.
Recent Developments
The United States, India, and Germany dominate the global market.
The market is forecast to register a CAGR of 11.9% through 2033.
From 2018 to 2022, the market registered a CAGR of 8.3%.
Platform for live streaming of games is the key trend in the market.
The global market size is to reach US$ 7,725.9 million by 2033.
1. Executive Summary 1.1. Global Market Outlook 1.2. Demand-side Trends 1.3. Supply-side Trends 1.4. Technology Roadmap Analysis 1.5. Analysis and Recommendations 2. Market Overview 2.1. Market Coverage / Taxonomy 2.2. Market Definition / Scope / Limitations 3. Market Background 3.1. Market Dynamics 3.1.1. Drivers 3.1.2. Restraints 3.1.3. Opportunity 3.1.4. Trends 3.2. Scenario Forecast 3.2.1. Demand in Optimistic Scenario 3.2.2. Demand in Likely Scenario 3.2.3. Demand in Conservative Scenario 3.3. Opportunity Map Analysis 3.4. Investment Feasibility Matrix 3.5. PESTLE and Porter’s Analysis 3.6. Regulatory Landscape 3.6.1. By Key Regions 3.6.2. By Key Countries 3.7. Regional Parent Market Outlook 4. Global Market Analysis 2018 to 2022 and Forecast, 2023 to 2033 4.1. Historical Market Size Value (US$ Million) Analysis, 2018 to 2022 4.2. Current and Future Market Size Value (US$ Million) Projections, 2023 to 2033 4.2.1. Y-o-Y Growth Trend Analysis 4.2.2. Absolute $ Opportunity Analysis 5. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Revenue Streams 5.1. Introduction / Key Findings 5.2. Historical Market Size Value (US$ Million) Analysis By Revenue Streams, 2018 to 2022 5.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Revenue Streams, 2023 to 2033 5.3.1. Media Rights 5.3.2. Subscriptions 5.3.3. Online Advertisements 5.3.4. Tickets and Merchandise 5.3.5. Sponsorships and Direct Advertisements 5.3.6. Publisher Fees 5.4. Y-o-Y Growth Trend Analysis By Revenue Streams, 2018 to 2022 5.5. Absolute $ Opportunity Analysis By Revenue Streams, 2023 to 2033 6. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Solutions 6.1. Introduction / Key Findings 6.2. Historical Market Size Value (US$ Million) Analysis By Solutions, 2018 to 2022 6.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Solutions, 2023 to 2033 6.3.1. Web Based 6.3.2. App Based 6.4. Y-o-Y Growth Trend Analysis By Solutions, 2018 to 2022 6.5. Absolute $ Opportunity Analysis By Solutions, 2023 to 2033 7. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Region 7.1. Introduction 7.2. Historical Market Size Value (US$ Million) Analysis By Region, 2018 to 2022 7.3. Current Market Size Value (US$ Million) Analysis and Forecast By Region, 2023 to 2033 7.3.1. North America 7.3.2. Latin America 7.3.3. Europe 7.3.4. South Asia 7.3.5. East Asia 7.3.6. Oceania 7.3.7. MEA 7.4. Market Attractiveness Analysis By Region 8. North America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 8.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 8.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 8.2.1. By Country 8.2.1.1. U.S. 8.2.1.2. Canada 8.2.2. By Revenue Streams 8.2.3. By Solutions 8.3. Market Attractiveness Analysis 8.3.1. By Country 8.3.2. By Revenue Streams 8.3.3. By Solutions 8.4. Key Takeaways 9. Latin America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 9.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 9.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 9.2.1. By Country 9.2.1.1. Brazil 9.2.1.2. Mexico 9.2.1.3. Rest of Latin America 9.2.2. By Revenue Streams 9.2.3. By Solutions 9.3. Market Attractiveness Analysis 9.3.1. By Country 9.3.2. By Revenue Streams 9.3.3. By Solutions 9.4. Key Takeaways 10. Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 10.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 10.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 10.2.1. By Country 10.2.1.1. Germany 10.2.1.2. U.K. 10.2.1.3. France 10.2.1.4. Spain 10.2.1.5. Italy 10.2.1.6. Rest of Europe 10.2.2. By Revenue Streams 10.2.3. By Solutions 10.3. Market Attractiveness Analysis 10.3.1. By Country 10.3.2. By Revenue Streams 10.3.3. By Solutions 10.4. Key Takeaways 11. South Asia Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 11.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 11.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 11.2.1. By Country 11.2.1.1. India 11.2.1.2. Malaysia 11.2.1.3. Singapore 11.2.1.4. Thailand 11.2.1.5. Rest of South Asia 11.2.2. By Revenue Streams 11.2.3. By Solutions 11.3. Market Attractiveness Analysis 11.3.1. By Country 11.3.2. By Revenue Streams 11.3.3. By Solutions 11.4. Key Takeaways 12. East Asia Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 12.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 12.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 12.2.1. By Country 12.2.1.1. China 12.2.1.2. Japan 12.2.1.3. South Korea 12.2.2. By Revenue Streams 12.2.3. By Solutions 12.3. Market Attractiveness Analysis 12.3.1. By Country 12.3.2. By Revenue Streams 12.3.3. By Solutions 12.4. Key Takeaways 13. Oceania Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 13.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 13.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 13.2.1. By Country 13.2.1.1. Australia 13.2.1.2. New Zealand 13.2.2. By Revenue Streams 13.2.3. By Solutions 13.3. Market Attractiveness Analysis 13.3.1. By Country 13.3.2. By Revenue Streams 13.3.3. By Solutions 13.4. Key Takeaways 14. MEA Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 14.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 14.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 14.2.1. By Country 14.2.1.1. GCC Countries 14.2.1.2. South Africa 14.2.1.3. Israel 14.2.1.4. Rest of MEA 14.2.2. By Revenue Streams 14.2.3. By Solutions 14.3. Market Attractiveness Analysis 14.3.1. By Country 14.3.2. By Revenue Streams 14.3.3. By Solutions 14.4. Key Takeaways 15. Key Countries Market Analysis 15.1. U.S. 15.1.1. Pricing Analysis 15.1.2. Market Share Analysis, 2022 15.1.2.1. By Revenue Streams 15.1.2.2. By Solutions 15.2. Canada 15.2.1. Pricing Analysis 15.2.2. Market Share Analysis, 2022 15.2.2.1. By Revenue Streams 15.2.2.2. By Solutions 15.3. Brazil 15.3.1. Pricing Analysis 15.3.2. Market Share Analysis, 2022 15.3.2.1. By Revenue Streams 15.3.2.2. By Solutions 15.4. Mexico 15.4.1. Pricing Analysis 15.4.2. Market Share Analysis, 2022 15.4.2.1. By Revenue Streams 15.4.2.2. By Solutions 15.5. Germany 15.5.1. Pricing Analysis 15.5.2. Market Share Analysis, 2022 15.5.2.1. By Revenue Streams 15.5.2.2. By Solutions 15.6. U.K. 15.6.1. Pricing Analysis 15.6.2. Market Share Analysis, 2022 15.6.2.1. By Revenue Streams 15.6.2.2. By Solutions 15.7. France 15.7.1. Pricing Analysis 15.7.2. Market Share Analysis, 2022 15.7.2.1. By Revenue Streams 15.7.2.2. By Solutions 15.8. Spain 15.8.1. Pricing Analysis 15.8.2. Market Share Analysis, 2022 15.8.2.1. By Revenue Streams 15.8.2.2. By Solutions 15.9. Italy 15.9.1. Pricing Analysis 15.9.2. Market Share Analysis, 2022 15.9.2.1. By Revenue Streams 15.9.2.2. By Solutions 15.10. India 15.10.1. Pricing Analysis 15.10.2. Market Share Analysis, 2022 15.10.2.1. By Revenue Streams 15.10.2.2. By Solutions 15.11. Malaysia 15.11.1. Pricing Analysis 15.11.2. Market Share Analysis, 2022 15.11.2.1. By Revenue Streams 15.11.2.2. By Solutions 15.12. Singapore 15.12.1. Pricing Analysis 15.12.2. Market Share Analysis, 2022 15.12.2.1. By Revenue Streams 15.12.2.2. By Solutions 15.13. Thailand 15.13.1. Pricing Analysis 15.13.2. Market Share Analysis, 2022 15.13.2.1. By Revenue Streams 15.13.2.2. By Solutions 15.14. China 15.14.1. Pricing Analysis 15.14.2. Market Share Analysis, 2022 15.14.2.1. By Revenue Streams 15.14.2.2. By Solutions 15.15. Japan 15.15.1. Pricing Analysis 15.15.2. Market Share Analysis, 2022 15.15.2.1. By Revenue Streams 15.15.2.2. By Solutions 15.16. South Korea 15.16.1. Pricing Analysis 15.16.2. Market Share Analysis, 2022 15.16.2.1. By Revenue Streams 15.16.2.2. By Solutions 15.17. Australia 15.17.1. Pricing Analysis 15.17.2. Market Share Analysis, 2022 15.17.2.1. By Revenue Streams 15.17.2.2. By Solutions 15.18. New Zealand 15.18.1. Pricing Analysis 15.18.2. Market Share Analysis, 2022 15.18.2.1. By Revenue Streams 15.18.2.2. By Solutions 15.19. GCC Countries 15.19.1. Pricing Analysis 15.19.2. Market Share Analysis, 2022 15.19.2.1. By Revenue Streams 15.19.2.2. By Solutions 15.20. South Africa 15.20.1. Pricing Analysis 15.20.2. Market Share Analysis, 2022 15.20.2.1. By Revenue Streams 15.20.2.2. By Solutions 15.21. Israel 15.21.1. Pricing Analysis 15.21.2. Market Share Analysis, 2022 15.21.2.1. By Revenue Streams 15.21.2.2. By Solutions 16. Market Structure Analysis 16.1. Competition Dashboard 16.2. Competition Benchmarking 16.3. Market Share Analysis of Top Players 16.3.1. By Regional 16.3.2. By Revenue Streams 16.3.3. By Solutions 17. Competition Analysis 17.1. Competition Deep Dive 17.1.1. Amazon.com, Inc. 17.1.1.1. Overview 17.1.1.2. Product Portfolio 17.1.1.3. Profitability by Market Segments 17.1.1.4. Sales Footprint 17.1.1.5. Strategy Overview 17.1.1.5.1. Marketing Strategy 17.1.2. Douyu TV (Tencent Holdings Limited) 17.1.2.1. Overview 17.1.2.2. Product Portfolio 17.1.2.3. Profitability by Market Segments 17.1.2.4. Sales Footprint 17.1.2.5. Strategy Overview 17.1.2.5.1. Marketing Strategy 17.1.3. YouTube Gaming (Alphabet Inc.) 17.1.3.1. Overview 17.1.3.2. Product Portfolio 17.1.3.3. Profitability by Market Segments 17.1.3.4. Sales Footprint 17.1.3.5. Strategy Overview 17.1.3.5.1. Marketing Strategy 17.1.4. Facebook Gaming 17.1.4.1. Overview 17.1.4.2. Product Portfolio 17.1.4.3. Profitability by Market Segments 17.1.4.4. Sales Footprint 17.1.4.5. Strategy Overview 17.1.4.5.1. Marketing Strategy 17.1.5. Mixer (Microsoft Corporation) 17.1.5.1. Overview 17.1.5.2. Product Portfolio 17.1.5.3. Profitability by Market Segments 17.1.5.4. Sales Footprint 17.1.5.5. Strategy Overview 17.1.5.5.1. Marketing Strategy 17.1.6. Twitch 17.1.6.1. Overview 17.1.6.2. Product Portfolio 17.1.6.3. Profitability by Market Segments 17.1.6.4. Sales Footprint 17.1.6.5. Strategy Overview 17.1.6.5.1. Marketing Strategy 17.1.7. Facebook Gaming 17.1.7.1. Overview 17.1.7.2. Product Portfolio 17.1.7.3. Profitability by Market Segments 17.1.7.4. Sales Footprint 17.1.7.5. Strategy Overview 17.1.7.5.1. Marketing Strategy 17.1.8. Huya 17.1.8.1. Overview 17.1.8.2. Product Portfolio 17.1.8.3. Profitability by Market Segments 17.1.8.4. Sales Footprint 17.1.8.5. Strategy Overview 17.1.8.5.1. Marketing Strategy 17.1.9. Smashcast 17.1.9.1. Overview 17.1.9.2. Product Portfolio 17.1.9.3. Profitability by Market Segments 17.1.9.4. Sales Footprint 17.1.9.5. Strategy Overview 17.1.9.5.1. Marketing Strategy 17.1.10. AfreecaTV 17.1.10.1. Overview 17.1.10.2. Product Portfolio 17.1.10.3. Profitability by Market Segments 17.1.10.4. Sales Footprint 17.1.10.5. Strategy Overview 17.1.10.5.1. Marketing Strategy 18. Assumptions & Acronyms Used 19. Research Methodology
Explore Technology Insights
View Reports