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Report
18 pages
Key Insights Into UK Gamers
The UK is a major global gaming hub, ranking sixth in revenue and tenth in player population, with 71% of the population aged 10-65 identifying as game enthusiasts.
Engagement is evenly split between active players (36%) and those who both play and view gaming video content (35%).
Mobile gaming has the highest reach at 46%, followed by console (41%) and PC (29%), though PC and console users dedicate more time to gaming weekly.
Market Analysis
Player Demographics
Esports
+1
Newzoo
Jan 2022
Report
25 pages
A Rising Market: Southeast Asia
Southeast Asia's esports audience is experiencing rapid expansion, with year-over-year growth reaching as high as 18.2% between 2019 and 2024.
The market is defined by a mobile-first culture where 82% of the online population plays mobile games and 39% identify mobile as their primary gaming platform.
Three mobile titles—Mobile Legends: Bang Bang, Garena Free Fire, and PUBG Mobile—accounted for approximately 50% of all global esports hours watched for those specific games on Twitch and YouTube Live in the first half of 2021.
Market Analysis
Esports
Southeast Asia
+1
Newzoo
Jul 2021
Report
16 pages
Esports Rising: State of the Global Esports Market
The global esports market is projected to reach $1.08 billion in revenue by the end of 2021, marking a 14.5% year-over-year increase driven primarily by sponsorships and media rights.
Total hours watched on major streaming platforms like Twitch and YouTube surged by 76% in 2020, with the global audience expected to exceed 577 million viewers by 2024.
China remains the dominant market leader, holding the largest share of global esports revenue and the highest concentration of enthusiasts.
Market Analysis
Esports
Streaming
+1
Newzoo
May 2021
Report
35 pages
Guida agli Esports: Italia
The global esports market reached $947.1 million in revenue in 2021, with total direct earnings approaching $1.1 billion and a fan base exceeding 215 million.
Market growth is primarily concentrated in regions with advanced broadband infrastructure, specifically East Asia, Northern Europe, and North America.
Game publishers hold exclusive control over competitive ecosystems, often investing over $100 million per title to manage updates, balance changes, and essential broadcast rights.
Esports
Market Analysis
Player Demographics
+1
IIDEA – Italian Interactive Digital Entertainment Association
Jan 2021
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
Report
41 pages
La Guía de los Esports
The esports market is projected to grow from under $1.1 billion in 2021 to over $1.5 billion by 2024, maintaining a compound annual growth rate (CAGR) of 7.7%.
Global esports viewership is expected to reach 577.2 million people by 2024, up from 435.9 million in 2021.
Market potential is heavily concentrated in regions with high-speed broadband infrastructure, specifically East Asia, Northern Europe, and North America.
Esports
Market Analysis
Player Demographics
+1
AEVI
Jan 2021
Report
28 pages
Video Game Streaming Trends Report: 2021 Yearly Report
Video game streaming grew 21% in 2021, with Twitch leading the market at 6 billion hours watched and a 31.4% year-over-year increase.
Facebook Gaming experienced significant momentum with a 59% year-over-year rise, while YouTube Gaming saw a 15% decline in live-stream hours despite growth in its VOD ecosystem.
Mobile titles including Garena Free Fire, PUBG Mobile, and Valorant accounted for 32% of total viewership, totaling over 5.6 billion hours watched.
Streaming
Market Analysis
Esports
+1
Stream Hatchet
Jan 2021
Report
19 pages
Video Games – a Force for Good (2021)
The European video game market maintained a stable valuation of €23.3 billion in 2021, successfully sustaining the revenue gains achieved during the 2020 pandemic.
Digital sales dominate the industry, accounting for 81% of total revenue, with growth primarily driven by app-based gaming and in-game purchases.
The European player base grew by 6% in 2021 to encompass 52% of the total population, with an average player age of 31.3 years and a gender split of 48% women.
Market Analysis
Player Demographics
Esports
+1
European Games Developer Federation
Jan 2021
Report
19 pages
Europe's Video Game Industry: Key Facts 2021
The European video game industry generated €23.3 billion in annual revenue as of 2021.
The sector employs nearly 100,000 professionals across 4,600 studios.
The industry reached 124.8 million players in 2021, accounting for 52 percent of the total European population.
Market Analysis
Player Demographics
Europe
+1
ISFE
Jan 2021
Report
12 pages
Rise of the Player-Fan: The Growing Opportunity of Mobile Esports in Asia
Asia dominates the global mobile esports landscape, accounting for 68% of the $19.5 billion in total global mobile esports revenue generated in 2019.
China is the world's largest esports market with 350 million fans, while Southeast Asia experienced a 244% surge in tournament prize values between 2018 and 2019.
Global esports prize pools grew by 40% between 2017 and 2019, reaching a total valuation exceeding $228 million.
Esports
Market Analysis
Asia
+1
Niko Partners
Jul 2020
Report
33 pages
The Past, Present and Future of Games
The gaming industry is experiencing significant growth, evidenced by a 29% increase in PC game revenue and a 19.6% rise in mobile downloads in 2020, with total consumer spend projected to grow by 21% in 2023.
Gaming is increasingly defined by social integration, with 45% of U.S. gamers aged 10–30 utilizing social features during gameplay.
Streaming viewership has surged, as evidenced by a fivefold increase in hours watched on Twitch and YouTube between 2018 and 2019, led by dominant titles like Fortnite, League of Legends, and Genshin Impact.
Market Analysis
Player Behavior
Esports
+1
Newzoo
Jan 2020
Report
14 pages
Europe and Esports: High Engagement and Even Higher Potential
The European esports market is projected to reach 92 million viewers by the end of 2020, with a 7.4% year-over-year growth rate.
Global esports revenue is forecasted to climb from €974 million in 2020 to €1.6 billion by 2023, with Europe following a similar growth trajectory.
Esports engagement is not limited to the youngest demographic, as the 21–25 age group currently leads in enthusiast participation compared to the 18–20 cohort.
Esports
Player Demographics
Monetization
+1
PayPal
Jan 2020
Report
35 pages
Los Esports en España: Situación Actual y Posición de la Industria
Spain's esports revenue more than doubled between 2016 and 2019, growing from €14.5 million to €35 million and capturing approximately four percent of the global market.
The industry supports 600 jobs, including 250 professional players, and generated €22.5 million in advertising expenditure as of 2019.
Spain ranks twelfth globally in viewership with 2.9 million regular spectators, featuring the highest female audience share in Europe at 36 percent and a demographic where over half of viewers are older than 25.
Esports
Market Analysis
AEVI
Jan 2020
Report
14 pages
PayPal Report: Europe and Esports – High Engagement and Even Higher Potential
The European esports audience is projected to reach 92 million viewers by the end of 2020, reflecting a 7.4% year-over-year growth rate.
The global esports market is forecast to grow from nearly €1 billion in 2020 to €1.6 billion by 2023, with European revenue following a similar trajectory.
Women comprise 32% of the European esports audience and demonstrate spending habits comparable to men, with 46% of female respondents reporting purchases.
Esports
Market Analysis
Player Demographics
+1
PayPal
Jan 2020
Report
33 pages
The Past, Present and Future of Games: Global and Local Opportunities
The global gaming market has reached a scale of 2.7 billion gamers, with 1.3 billion active spenders driving the industry's evolution into a major economic force.
Mobile gaming is the industry's dominant segment, currently accounting for 49% of global consumer revenues.
Cloud gaming is a significant growth area, projected to generate $4.8 billion in revenue by 2023 through infrastructure investments from Microsoft, NVIDIA, and Tencent.
Market Analysis
Player Demographics
Esports
+1
Newzoo
Jan 2020
Report
22 pages
2020 Year in Review: Digital Games and Interactive Media
The global digital games and interactive media industry grew 12% year-over-year in 2020, reaching $126.6 billion in total revenue.
Free-to-play titles dominated the market, accounting for 78% of total digital revenue, primarily driven by mobile gaming in Asian markets.
Premium game sales experienced the fastest growth at 28%, bolstered by high-profile releases such as Animal Crossing: New Horizons and Call of Duty: Modern Warfare.
Market Analysis
Global
Mobile
+4
SuperData
Jan 2020
Report
45 pages
Evolution of Mobile Esports for the Mass Market
Mobile esports is projected to overtake PC esports as the dominant global competitive gaming format, leveraging a player base of 2.53 billion that exceeds the combined reach of PC and console gaming.
Mobile esports titles generated $15.32 billion in revenue in 2018, accounting for more than 25% of the total mobile gaming market.
The sector is shifting from a publisher-funded marketing tool to a scalable, professionalized industry supported by media rights, sponsorships, and microtransaction-based models like season passes.
Market Forecast
Esports
Monetization
+2
Niko Partners
Jan 2019
Report
31 pages
Game Fokus: Esports 2019
The 2019 report provides a comprehensive overview of the esports industry, covering its historical development and current market status.
SK Gaming founder and CEO Alexander Müller provides industry perspective on the professional team landscape.
The report features expert analysis from moderator Melek Balgün regarding the current state and trends of the esports sector.
Esports
Germany
Market Analysis
Sport1
Jan 2019
Report
42 pages
Libro Blanco de los Esports en España
The Liga de Videojuegos Profesional (LVP) reached 9.7 million unique Twitch viewers in the first half of 2017, marking a 57 percent year-on-year increase.
Spain's broader video game market generated €1.163 billion in 2016, providing a stable financial foundation for the emerging esports sector.
Spanish esports teams are transitioning into professional limited companies that employ full technical staff and utilize structured gaming houses.
Esports
Market Analysis
AEVI
Jan 2018
Report
27 pages
Jahresbericht der Deutschen Games-Branche 2018
The German games market in 2018 is characterized by a shift toward digital revenue streams, specifically through virtual goods, additional content, and subscription models.
Revenue generation is increasingly driven by fees associated with online gaming networks.
The German games industry landscape comprises a defined ecosystem of companies and a growing number of employees.
Market Analysis
Esports
Germany
+1
game – Verband der deutschen Games-Branche e. V.
Jan 2018
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