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 USD 2,589.6 million in 2023 to reach a valuation of USD 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) | USD 2,357.1 million |
Estimated Global Market Share (2023) | USD 2,589.6 million |
Forecasted Global Market Value (2033) | USD 7,725.9 million |
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The net worth of the global eSports & game streaming industry was around USD 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 USD 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.
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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 USD 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 USD 319.1 million. The eSports & games streaming market in China is likely to cross a valuation of USD 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 USD 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 USD 7,725.9 million by 2033.
1. Executive Summary 2. Market Overview 3. Market Background 4. Global Market Analysis 2018 to 2022 and Forecast, 2023 to 2033 5. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Revenue Streams 5.1. Media Rights 5.2. Subscriptions 5.3. Online Advertisements 5.4. Tickets and Merchandise 5.5. Sponsorships and Direct Advertisements 5.6. Publisher Fees 6. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Solutions 6.1. Web Based 6.2. App Based 7. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Region 7.1. North America 7.2. Latin America 7.3. Europe 7.4. South Asia 7.5. East Asia 7.6. Oceania 7.7. MEA 8. North America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 9. Latin America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 10. Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 11. South Asia Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 12. East Asia Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 13. Oceania Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 14. MEA Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 15. Key Countries Market Analysis 16. Market Structure Analysis 17. Competition Analysis 17.1. Amazon.com, Inc. 17.2. Douyu TV (Tencent Holdings Limited) 17.3. YouTube Gaming (Alphabet Inc.) 17.4. Facebook Gaming 17.5. Mixer (Microsoft Corporation) 17.6. Twitch 17.7. Huya 17.8. Smashcast 17.9. AfreecaTV 18. Assumptions & Acronyms Used 19. Research Methodology
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