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eSports & Streaming | Game Industry Library
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eSports & Streaming
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eSports & Streaming
Reports in the Esports & Streaming category.
16 documents
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Report
18 pages
Consumer Insights: Games and Esports 2022
The research is based on a global dataset of over 75,000 consumers across 36 international markets, covering North America, Europe, Latin America, the Middle East, and the Asia-Pacific region.
Consumer spending is primarily driven by three factors: price sensitivity, the desire for exclusive content, and the need for social connectivity.
Gaming engagement is categorized into distinct personas, with 'Time Fillers' and 'Mainstream Gamers' identified as the most prevalent segments.
Market Analysis
Player Demographics
Player Behavior
+5
Newzoo
Jan 2022
Report
51 pages
Global Esports & Live Streaming Market Report
The global esports market is projected to reach $1.38 billion in revenue with 532 million viewers by the end of 2022, with China accounting for nearly one-third of total global revenue.
The live-streaming audience is forecast to grow at a 16.3% compound annual growth rate, reaching 1.41 billion users by 2025.
Sponsorships remain the primary financial driver at 60% of total income, though organizations are diversifying into lifestyle apparel, blockchain loyalty programs, and educational platforms.
Market Analysis
Esports
Streaming
+2
Newzoo
Jan 2022
Report
51 pages
Global Esports & Live Streaming Market Report 2022
Global esports revenue is projected to reach $1.38 billion in 2022, with a total audience of 532 million, and is expected to grow to $1.86 billion by 2025.
Sponsorship currently accounts for nearly 60% of total esports revenue, though organizations are shifting toward direct-to-fan models like digital merchandise and loyalty programs to improve financial sustainability.
The live streaming audience is forecast to reach 1.41 billion by 2025, driven by the integration of non-gaming content and interactive features to boost user retention.
Esports
Streaming
Market Analysis
+3
Newzoo
Jan 2022
Report
28 pages
Video Game Streaming Trends Report 2021
Total video game streaming watch time reached 28.7 billion hours in 2021, representing a 21% year-over-year increase.
Twitch maintains market dominance with 71% of total hours watched, while Facebook Gaming and YouTube Gaming tied for the second-most-watched platforms by year-end.
The creator economy is highly concentrated, as 1.2% of influencers generate nearly 16% of Twitch's subscription and bit revenue, while 93% of creators are classified as micro-influencers.
Streaming
Esports
Market Analysis
+1
Stream Hatchet
Jan 2021
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