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Report
33 pages
Italian Esports Report 2024: Market & Streaming Trends
Italy’s esports ecosystem comprises 7.3 million fans, with 3.3 million identified as regular viewers of esports content.
The Italian esports audience is characterized by a younger, urban-centric demographic that is predominantly male and more likely to be employed full-time than the general gaming population.
Revenue generation is heavily concentrated, with 80% of organizations relying on advertising and sponsorship as their primary income source.
Market Analysis
Player Demographics
Esports
IIDEA – Italian Interactive Digital Entertainment Association
Jan 2024
Report
6 pages
2024 Professional Gamer Workforce and Career Structure in Korea
South Korea’s professional e-sports workforce consists of 361 domestic players and 372 athletes competing in overseas leagues.
League of Legends is the dominant title for Korean professionals, accounting for 58 domestic players and 169 athletes competing internationally.
The professional player base is heavily concentrated in four domestic titles: League of Legends (58), Valorant (56), PUBG (54), and PUBG Mobile (48).
Market Analysis
Player Demographics
Salary
+2
KOCCA – Korea Creative Content Agency
Jan 2024
Report
18 pages
Esports Live-Streaming Trends Report: Q1 2023
Esports live-streaming viewership grew 15% year-over-year in Q1 2023 to 651 million hours, bucking the broader industry trend of declining live-streaming viewership.
Audience interest is highly concentrated, with the top 30 tournaments accounting for 68% of total esports hours watched.
Twitch holds 62% of the total esports market share, while YouTube maintains 30% and has successfully captured 34% of viewership for large-scale events with an average minute audience over 80,000.
Market Analysis
Esports
Streaming
+1
Stream Hatchet
Mar 2023
Report
15 pages
Japanese Esports on the Rise: Five Teams to Watch
Japan's esports market reached $77 million in 2022, marking an 11% growth following the 2019 removal of restrictive anti-gambling laws and the establishment of the Japan Esports Union (JeSU).
Non-endemic brand involvement is surging, evidenced by companies like Nissin Foods entering the space and sponsorship fees increasing tenfold over the last five years.
Leading organizations including Crazy Raccoon, DetonatioN FocusMe, FENNEL, SCARZ, and ZETA DIVISION are operating as lifestyle brands to monetize through merchandise, content partnerships, and sponsorships.
Esports
Market Analysis
Investment
+1
Niko Partners
Feb 2023
Report
98 pages
Gametech Report Q1 2023: Global & MENAP Outlook
The MENAP gaming market is projected to reach $2.8 billion by 2026, growing at a 10% CAGR driven by mobile adoption and esports.
Generative AI in gaming is forecast to reach a $7.1 billion valuation by 2032, expanding at a 23.3% CAGR.
Global cloud-gaming infrastructure is projected to grow 250% by 2030, supported by the fact that 68% of studios already utilize AWS for Games.
Market Analysis
Esports
MENA
+1
Shorooq Partners
Jan 2023
Report
23 pages
Peak Play: Trends in East Asian Videogame Streaming H1 2023
Competitive esports, specifically MOBA and Battle Royale titles, drive over 50% of total viewership in the East Asian streaming market.
Honor of Kings remains the dominant force in China with 5.67 billion views, while VALORANT and Apex Legends lead in Japan and Korea with over 100 million hours watched each.
Key Opinion Leaders and VTubers are significant market drivers, contributing up to 15% of total viewership for major titles and successfully revitalizing older games.
Streaming
Market Analysis
Esports
+1
Niko Partners
Jan 2023
Report
25 pages
The MENA Games Market: From Sand to Stardom
The MENA-3 region (Saudi Arabia, UAE, and Egypt) generated $1.8 billion in revenue from 67.4 million gamers as of 2022, driven by a mobile-first ecosystem.
Cultural localization is a critical success factor, with 86.6% of regional gamers prioritizing language support and successful titles integrating Arabic themes and local celebrities.
Esports is a primary engagement driver, with 73% of regional gamers participating in competitive gaming supported by massive prize pools and dedicated infrastructure.
Market Analysis
MENA
Saudi Arabia
+3
Niko Partners
Jan 2023
Report
14 pages
Video Game Streaming Trends: 2022 Third Quarter Report
Twitch maintains a dominant 72% market share of gaming hours watched, while YouTube grew its viewership by 4% and Facebook Gaming suffered a 70% decline following the discontinuation of its standalone app.
The live streaming industry is stabilizing post-pandemic with total hours watched down 13% year-over-year, though current viewership remains nearly double 2019 levels.
Esports viewership grew 40% year-over-year, with Twitch capturing 66% of this segment and eight of the top ten esports organizations now generating the majority of their watch time through non-competitive variety content.
Streaming
Market Analysis
Esports
+1
Stream Hatchet
Sept 2022
Report
23 pages
Video Game Streaming Trends Report: 2022 First Quarter
Twitch maintains a dominant market position, accounting for approximately 75% of all streamed hours and 80% of esports viewership.
Total hours watched in Q1 2022 declined 6% from the previous quarter, yet remains 66% higher than Q1 2020 and 140% above Q1 2019 levels.
A small segment of core viewers, representing only 7.8% of the total audience, generates two-thirds of all watch time and is 24 times more receptive to repeated advertising than casual viewers.
Streaming
Market Analysis
Esports
+1
Stream Hatchet
Mar 2022
Report
2 pages
Global Esports and Live Streaming Market Report
Counter-Strike: Global Offensive led 2022 viewership with the PGL Major Antwerp recording 10.5 million hours watched and an average concurrent viewership of 96.7k.
Riot Games is shifting its Valorant esports strategy from high-cost franchising to a partnership model that eliminates franchise fees in favor of financial stipends.
Major esports titles including Dota 2 and League of Legends events generated over 20 million hours of combined viewership in 2022.
Esports
Streaming
Market Analysis
+1
Newzoo
Jan 2022
Report
30 pages
Newzoo’s Games, Esports, Live Streaming, Cloud and the Metaverse
The Asia-Pacific and North American markets are currently tied for the global lead in game revenue at $42.6 billion each, with Asia-Pacific maintaining an 8.7% compound annual growth rate.
Cloud gaming is expanding rapidly as publishers use services like NVIDIA GeForce NOW to deliver AAA titles to legacy hardware, driven by semiconductor shortages and the need for broader platform reach.
Major publishers are pivoting away from explicit NFT branding due to significant player backlash and platform-level restrictions from companies like Valve, Apple, and Google, opting instead for less controversial 'NFT-like' monetization features.
Market Analysis
Esports
Streaming
+4
Newzoo
Jan 2022
Report
30 pages
Games, Esports, Live Streaming, Cloud and the Metaverse: 2022 Trends to Watch
Cloud gaming is driving industry growth by bypassing hardware limitations, enabling publishers to deliver high-end experiences to mobile devices and legacy consoles.
The metaverse is evolving into a commercial ecosystem supported by significant venture capital, virtual real estate markets, and digital fashion integration.
Monetization models are shifting toward Web3.0 and blockchain-based player trading, despite ongoing consumer resistance to non-fungible tokens.
Market Analysis
Esports
Streaming
+5
Newzoo
Jan 2022
Report
23 pages
Stream Hatchet Video Game Streaming Trends Report 2022 First Quarter Report
Twitch remains the dominant streaming platform with 75% of total market share, growing by 5% (286 million hours) in Q1 2022 despite a broader industry decline.
Total hours watched across all streaming platforms fell by 6% compared to Q1 2021, signaling a market correction following pandemic-era saturation and creator fatigue.
Core viewers who watch at least 5 hours daily represent only 7.8% of the total audience but account for two-thirds of all hours watched and are 24 times more likely to engage with ads.
Streaming
Market Analysis
Esports
+1
Stream Hatchet
Jan 2022
Report
15 pages
Video Game Streaming Trends: 2022 Second Quarter Report
Total hours watched across live streaming platforms fell 15% year-over-year to 8.1 billion in Q2 2022, signaling a post-pandemic market stabilization.
Twitch maintains a dominant 68% market share of total hours watched, while YouTube holds 14% and Facebook Gaming experienced a 50% decline in viewership.
The esports segment grew by 8% during the quarter, bolstered by major events like the League of Legends Mid-Season Invitational and the PGL Major Antwerp.
Streaming
Esports
Market Analysis
+1
Stream Hatchet
Jan 2022
Report
19 pages
Video Games – A Force for Good: Europe's Video Game Industry
The European video game market maintained a stable value of €23.3 billion in 2021, following the initial pandemic-driven surge.
The industry employs over 98,000 people across Europe, with 74,000 of those roles based within the EU.
Digital revenue dominates the sector, accounting for 81% of total market value through app-based gaming and in-game purchases.
Market Analysis
Player Demographics
Esports
+1
Interactive Software Federation of Europe
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
30 pages
Newzoo Trends to Watch 2022: Games, Esports, Live Streaming, Cloud and the Metaverse
The global games industry generated $175.9 billion in 2021, with the Asia-Pacific region contributing $88.2 billion and maintaining an 8.7 percent compound annual growth rate.
Publishers are shifting away from explicit NFT branding due to player backlash and regulatory scrutiny, opting instead to experiment with 'NFT-like' features under alternative labels.
Legal pressure on Apple and Google is expected to force a relaxation of app-store steering rules, potentially creating new payment pathways that will alter distribution economics.
Market Analysis
Monetization
Web3
+3
Newzoo
Jan 2022
Report
30 pages
Games, Esports, Live Streaming, Cloud and the Metaverse: 2022
The Asia-Pacific region dominates the global gaming market with $88.2 billion in annual revenue, accounting for more than 50% of the total global share.
North America remains a primary industry pillar, generating $42.6 billion in annual revenue.
Emerging markets in Latin America, the Middle East, and Africa are currently experiencing growth rates that exceed the global average, signaling a shift toward market decentralization.
Market Analysis
Esports
Streaming
+5
Newzoo
Jan 2022
Report
18 pages
Consumer Insights: Games & Esports 2022
Gaming has become a primary entertainment ecosystem for 79% of the global online population, with Gen Alpha prioritizing gaming over social media and streaming video.
Consumer spending in the gaming sector is projected to exceed $200 billion in 2023, driven by a payer base that includes approximately 50% of Gen Alpha, Gen Z, and Millennial gamers.
Game worlds are increasingly used for social interaction rather than gameplay, with 75% of players and 44% of non-players utilizing these environments for non-gaming social engagement.
Market Analysis
Player Demographics
Esports
+1
Newzoo
Jan 2022
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