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Report
14 pages
Europe and Esports: High Engagement and Even Higher Potential (2020)
Europe's esports audience reached 92 million viewers in 2020, a 7.4% increase from 2019, consisting of 33 million enthusiasts and 59 million occasional viewers.
Global esports revenue is projected to grow from €973.9 million in 2020 to €1.6 billion by 2023, with European market trends mirroring this expansion.
Engagement is highest among 21–25-year-olds, with Finland reporting the highest enthusiast proportion at 52% for the 18–20 age bracket, compared to 21% in the UK.
Esports
Market Analysis
Europe
+2
PayPal
Report
36 pages
Asia Pacific Market Report 2025: Creating Opportunities for Video Games in Asia
Southeast Asia is the region's fastest-growing mobile-centric market, currently valued at $14.8 billion and driven by a demographic of 680 million residents under the age of 30.
Japan remains a global cultural powerhouse, with iconic franchises generating $215 billion in worldwide influence and $178.8 million in IP-specific revenue.
Esports in Southeast Asia is a significant economic driver, with projected revenue between $350 million and $380 million.
Market Analysis
Mobile
Asia
+2
GamesBeat
Report
52 pages
Middle East & Africa Gaming Review 2025
The Middle East and Africa gaming market is projected to grow from $7.4 billion in 2024 to over $19.4 billion by 2033, representing an 11% CAGR driven by mobile-first adoption.
Investment is highly concentrated, with Israel leading at nearly $1 billion raised across 146 startups, followed by Turkey at $961 million and Nigeria at $371 million.
Turkey has established itself as a 'unicorn factory' through major deals, including Peak Games’ $1.8 billion acquisition and Dream Games’ $2.6 billion capital raise.
Market Analysis
Market Forecast
Esports
+3
Lucidity Insights
Report
48 pages
2016 Corporate Responsibility Report
MTG integrated corporate responsibility into its core business strategy in 2016, earning recognition in the Dow Jones Sustainability Indices while preparing for GDPR compliance.
The company reduced total carbon emissions by 7% and increased its reliance on renewable energy to 16.6% during the 2016 fiscal year.
MTG maintained a record of zero confirmed corruption incidents and achieved an 81% completion rate for mandatory information security training.
Esports
Streaming
Diversity & Inclusion
+1
Modern Times Group
Report
66 pages
2019 Corporate Responsibility Report
MTG’s 2019 carbon footprint totaled 27,390 tonnes, with 95% of emissions directly attributed to travel associated with global esports events.
The company achieved a 94% adoption rate for its revised Code of Conduct among employees and contractors to standardize anti-corruption and privacy compliance.
Women currently represent 22% of MTG’s workforce, prompting the company to implement targeted recruitment and partnerships with organizations like AnyKey and UNICEF to address gender disparity.
Diversity & Inclusion
Global
Esports
Modern Times Group
Report
62 pages
Annual Report 2024: Savvy Games Group
Savvy Games Group ranks as the eighth-largest global gaming company by net revenue and serves as the primary vehicle for Saudi Arabia’s goal to contribute $13.3 billion to GDP and create 39,000 jobs by 2030.
The organization has deployed over $12 billion in capital across nine major acquisitions since 2021 to scale its operations to nearly 4,000 employees across 22 countries.
The ESL FACEIT Group holds a 40% share of the global esports market and engages more than 225 million users through platforms like the Esports World Cup.
Market Analysis
Esports
Mergers & Acquisitions
+2
Savvy Games Group
Report
121 pages
African Video Game Report 2026
Africa’s video game market reached $1.8 billion in 2024, with mobile gaming accounting for 90% of the market and a player base that grew 10% year-over-year to 349 million.
Market growth is concentrated in urban hubs across South Africa, Nigeria, Kenya, Egypt, Ethiopia, Niger, and Eritrea, where studios like Maliyo Games and Kayfc are prioritizing mobile-first IP.
Studio funding is heavily reliant on international grants and incubators, including Pro Helvetia, the Agence Française de Développement, and the British Council’s Ignite Culture.
Market Analysis
Player Demographics
Esports
SpielFabrique
Apr 2026
Report
127 pages
Annual Report & Accounts 2014: Sweden
The provided document is a table of contents for the MTG Annual Report & Accounts 2014, which outlines the structure of the financial and corporate governance reporting for that fiscal year.
The report covers consolidated and parent company financial statements, providing a comprehensive overview of the organization's fiscal position as of 2014.
The document includes a dedicated section for the Board of Directors and Executive Management, detailing the leadership structure governing the company's operations during the 2014 period.
Market Analysis
Investment
Esports
+2
Modern Times Group
Report
103 pages
Annual Report 2019: Shaping the Future of Entertainment
In March 2019, MTG underwent a corporate split, resulting in the formation of two separate entities: Nordic Entertainment and the new MTG.
The 2019 Annual Report serves as the primary documentation for the company's segmental performance, financial policies, and risk management strategies following the corporate restructuring.
Corporate responsibility and sustainability initiatives for the period are detailed in a separate MTG Corporate Responsibility Report published alongside the annual financial disclosures.
Esports
Mergers & Acquisitions
Market Analysis
+1
Modern Times Group
Report
88 pages
Gaming and Esports in Vietnam: A New Arena for Brands
Vietnam has the world's highest adult gamer rate at 85%, with a demographic where 70% of the population is under 25 and one-third of citizens are engaged in esports.
Mobile gaming dominates the market, supported by high smartphone penetration and 4G coverage, with gamers typically spending 1–3 hours per session.
Influencer marketing is highly effective, as 51% of gamers trust key opinion leader (KOL) recommendations and 42% report purchasing products endorsed by them.
Market Analysis
Esports
Marketing
+3
Decision Lab
Feb 2026
Report
25 pages
Let’s Play! 2024: The Esports Market in Southeast Asia
Southeast Asia is the world's largest esports market by reach at 75%, though regular viewership remains limited to 32% of the total audience.
Mobile gaming drives 55% of all esports consumption in the region, fueling a shift toward digital-first platforms like YouTube Gaming, Facebook Gaming, and local streaming services.
The audience is predominantly young, with 81% of viewers belonging to the Millennial or Gen Z generations, and features a 43% female viewership share.
Esports
Market Analysis
Southeast Asia
+2
Deloitte
Feb 2026
Report
45 pages
The Value of Esports in the UK
In 2019, the UK esports industry generated £60 million in revenue and contributed £111.5 million to the national Gross Value Added (GVA), supporting over 1,200 full-time equivalent (FTE) jobs.
The sector experienced robust growth between 2016 and 2019, expanding at an average annual rate of 8.5%.
Hosting a single major global esports event is projected to add £12 million in GVA and 238 FTE jobs to the UK economy.
Esports
Market Analysis
UK
Ukie
Dec 2025
Report
46 pages
Esports 2023: Challenges and Opportunities in the UK
The UK esports sector generates £111 million in gross value added, with UK-based teams and events capturing a $1.5 billion share of the global market.
While the UK has a potential audience of 55 million adults, only 3.8% of gamers follow competitive play, indicating a significant opportunity for fan base expansion.
The demographic profile of the UK esports audience is highly concentrated, with 82.7% aged 18–34 and 83% male, highlighting a need for improved diversity and inclusion efforts.
Esports
Market Analysis
UK
+1
British Esports
Dec 2025
Report
29 pages
Esports is Shaping the Future of Live Entertainment
Esports is outperforming traditional sports with a 10% year-over-year growth rate, while viewership has surpassed 100 million hours and prize pools have doubled since 2018.
Five core titles—League of Legends, CS:GO, Mobile Legends: Bang Bang, Dota 2, and Valorant—account for 70% of total viewing hours, yet $2.5 billion in gamer audiences remains untapped.
Non-gaming brand sponsorship has reached 45% penetration, supported by emerging institutional structures like university scholarships and government investments in infrastructure and tax incentives.
Esports
Market Analysis
Global
+1
InvestGame
Dec 2025
Report
13 pages
Shooter Games on Live Streaming Mini-Report
Shooter games remain a pillar of live streaming, accounting for 6.1 billion hours watched in 2024, though their total market share has declined by 6% since 2022.
Tactical shooters became the most-watched subgenre in 2023, with Valorant and Counter-Strike capturing 90% of that segment's viewership.
Battle royale viewership has halved since its 2020 peak, despite the sustained popularity of Fortnite.
Streaming
Market Analysis
Global
+2
Stream Hatchet
Jan 2025
Report
6 pages
2025 eSports Player Rankings: By Game and Earnings in Korea
League of Legends remains the most lucrative eSports title in South Korea, with top earner Lee Sang-hyeok (Faker) accumulating $1.88 million in prize money as of July 2025.
Established titles offer significantly higher financial returns than newer games, as evidenced by StarCraft II leader Cho Sung-choo earning $1.39 million and PUBG leader Park Jung-young earning $1.25 million.
Newer competitive titles show a substantial earnings gap compared to legacy games, with top Overwatch 2 player Choi Tae-min earning $375,450 and Valorant leader Kim Jong-min earning $164,980.
Esports
South Korea
PC
+1
KOCCA – Korea Creative Content Agency
Jan 2025
Report
7 pages
2024 E‑Sports Viewership and Engagement Trends in Korea
YouTube dominates the South Korean e-sports market with a 78.5% platform share, significantly outpacing competitors SOOP (14.1%) and CHZZK (7.2%).
E-sports consumption is primarily mobile and desktop-driven, with PCs (38.2%) and mobile phones (35.9%) accounting for 74.1% of all viewing devices.
Engagement is frequent and consistent, as 58.9% of viewers watch e-sports content at least once a week, with 20.4% watching 3–4 times weekly.
Market Analysis
Player Demographics
Esports
+1
KOCCA – Korea Creative Content Agency
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
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
36 pages
Localization in the MENA Region
The MENA gaming market is a high-growth frontier projected to reach $3.24 billion in player spending and 38.9 million gamers by 2028.
There is a significant supply gap in the region, as only 3.5% of Steam titles are currently localized despite 41% of regional gamers prioritizing localized content.
Deep culturalization can drive exponential growth, with some titles increasing their MENA-based revenue and daily active users from 3% to 80% of their global total.
Market Analysis
Player Demographics
Esports
+1
Saudi Esports Federation
Jan 2024
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