Skip to main content

Esports

66 documents·34 publishers

Documents

Page 1
Report5 pages

2024 Financial and Fan Support Structures in Korean eSports

The analysis examines the financial scale of Korean e‑sports organizations and the patterns of fan support, drawing on a longitudinal budget survey (2015‑2023) and two 2024 public opinion polls conducted across South Korea. It targets professional teams, the broader e‑sports audience aged ten and older, and the period from the mid‑2010s through mid‑2024, providing a comprehensive view of market growth and consumer behavior.

Budget data reveal a steady expansion, with total team expenditures rising from roughly 22.1 billion won in 2015 to 111.6 billion won in 2023—a near five‑fold increase over eight years. The most recent year alone saw a 15.9 % jump from 96.3 billion won in 2022, underscoring accelerating investment in the sector. These figures originate from C&I Research and are based on the Statista “Pro gamers in South Korea” survey.

Fan engagement remains modest: among 2,000 respondents surveyed between June and August 2024, only 35.3 % reported supporting a specific professional team, while 64.7 % did not align with any team. Of the 706 supporters who identified a favorite, T1 commanded an overwhelming 78.2 % share, with the runner‑up Gen.G attracting just 5.4 % and all other teams each receiving under 2 % of votes, indicating a highly concentrated fan base.

Motivational analysis shows that personal affinity for players drives support (48.6 %), followed by a positive perception of the team’s image (41.4 %). Interest in tactical or skill‑based aspects accounts for only 9.2 % of the rationale, highlighting the primacy of player appeal in shaping loyalty.

Overall, the sector demonstrates robust fiscal growth, yet the majority of the audience remains unaffiliated with specific teams, and fan allegiance is heavily skewed toward a single dominant organization. Player popularity emerges as the key lever for deepening fan commitment and expanding market participation.

  • Korean e-sports team expenditures grew nearly five-fold between 2015 and 2023, rising from 22.1 billion won to 111.6 billion won.
  • Market investment is accelerating, with total team spending increasing by 15.9% between 2022 and 2023 alone.
  • Fan loyalty is highly concentrated, as T1 commands 78.2% of identified team supporters, while the runner-up Gen.G holds only 5.4%.
  • The majority of the Korean e-sports audience remains unaligned, with 64.7% of 2024 survey respondents reporting no specific team affiliation.
  • Player affinity is the primary driver of fan loyalty, accounting for 48.6% of support motivations, compared to just 9.2% for tactical or skill-based interest.
+1
KOCCA – Korea Creative Content AgencyJan 2024
Page 1
Report7 pages

2024 E‑Sports Viewership and Engagement Trends in Korea

The analysis aims to map current e‑sports viewership and engagement patterns among South Korean audiences, highlighting how consumption devices, platforms, and motivations shape the market and indicating the potential for offline event conversion. Findings reveal a sharply concentrated viewing environment: personal computers account for 38.2 % of primary devices and mobile phones 35.9 %, together representing 74.1 % of usage, while laptops, tablets and televisions capture smaller shares. Platform preference is even more centralized, with YouTube commanding 78.5 % of respondents, far ahead of SOOP (14.1 %) and CHZZK (7.2 %).

Regularity of consumption is high; 38.5 % of participants watch e‑sports 1–2 times per week and 20.4 % watch 3–4 times weekly, meaning at least 58.9 % engage at least once a week. Weekday sessions cluster around one hour for the majority, whereas weekend viewing extends, with 22 % spending two hours on weekdays and 28.6 % doing so on weekends; longer sessions of five hours or more occur for 4.7 % of weekday viewers and 8.1 % of weekend viewers.

Motivational drivers are dominated by entertainment and self‑improvement: 62.1 % watch because the game is fun, 41.9 % seek to enhance their own gameplay, and 37.5 % cite stress relief. Additional reasons include boredom or free access (27.3 %), support for specific players (22.1 %), and social bonding with friends or coworkers (8.6 %).

The survey, conducted between June and August 2024, sampled 1,858 South Korean e‑sports viewers aged ten and older, with data supplied by C&I Research and the Korea Creative Content Agency. A clear majority—62.7 %—expressed willingness to attend live e‑sports events, while 26.9 % remain undecided and 10.4 %

  • 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.
  • Viewer motivation is driven primarily by entertainment (62.1%), gameplay improvement (41.9%), and stress relief (37.5%).
  • There is strong potential for offline market growth, as 62.7% of the 1,858 surveyed viewers expressed a willingness to attend live e-sports events.
+1
KOCCA – Korea Creative Content AgencyJan 2024
Page 1
Report33 pages

Italian Esports Report 2024: Market & Streaming Trends

The analysis evaluates Italy’s esports ecosystem in 2024, aiming to map its audience composition, revenue structure, and strategic priorities for industry participants. Findings reveal a core fan base of 7.3 million individuals, of whom 3.3 million regularly watch esports content. This audience skews younger, resides in urban centres, is predominantly male, and is more likely to hold full‑time employment than the broader gaming population, indicating a segment with disposable income and commercial appeal.

Revenue streams are heavily weighted toward advertising and sponsorship, with 80 % of organisations citing these as primary income sources and accounting for roughly one‑third of total market revenue. This concentration underscores the sector’s dependence on brand partnerships and suggests that monetisation beyond traditional media rights remains limited.

The study draws on a balanced consumer survey of approximately 1,000 Italian internet users aged 16‑65, conducted in September‑October 2024, and a complementary questionnaire administered to an equal number of esports‑industry stakeholders in partnership with IIDEA. All quantitative data are rounded, sourced from publicly available information, and have not undergone independent verification.

Overall, the Italian esports market emerges as a youthful, urban‑centric niche with significant advertising potential, yet its financial model remains narrowly focused. Stakeholders are likely to continue prioritising sponsorship acquisition and related promotional activities to capitalise on the identified demographic strengths.

  • 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.
  • Advertising and sponsorships account for approximately one-third of the total Italian esports market revenue.
  • Monetization strategies in the Italian market remain limited, showing a significant reliance on brand partnerships rather than diversified income streams like media rights.
+1
IIDEA – Italian Interactive Digital Entertainment AssociationJan 2024
Page 1
Report36 pages

Localization in the MENA Region

The Middle East and North Africa (MENA) gaming market, specifically within the Gulf Cooperation Council (GCC), represents a high-growth frontier projected to reach $3.24 billion in player spending and 38.9 million gamers by 2028. This expansion is fueled by 96% internet penetration, high per capita income, and substantial government investment. Despite Arabic being the fifth most spoken language globally, a significant supply gap persists, as only 3.5% of Steam titles are currently localized for the region. This disparity exists even though 41% of regional gamers prioritize localized titles and over 50% highly value content tailored to their linguistic and cultural background.

Successful market entry demands a sophisticated approach to localization that transcends literal translation. Technical execution must account for right-to-left user interface formatting and complex cursive script rendering to avoid the legibility errors that have plagued previous major releases. Strategically, developers should utilize Modern Standard Arabic for text while employing regional dialects for voice-overs to enhance immersion. Culturalization is equally critical, as 40% of players are more likely to recommend games that include accurate religious considerations and regional festivals. Conversely, 27% of players will abandon a title if it relies on inaccurate stereotypes or disrespectful portrayals, highlighting the reputational risks of superficial localization.

Case studies indicate that deep culturalization can lead to exponential growth, with some titles seeing their MENA-based revenue and daily active users jump from 3% to 80% of their global total within months. Achieving these results requires integrating regional voice talent, ensuring historical accuracy, and leveraging local influencers for community engagement. To navigate these sensitivities and technical requirements effectively, international developers benefit most from partnering with regional experts. Such collaborations ensure that games resonate authentically with Arabic-speaking audiences, transforming a title from a foreign product into a culturally relevant experience.

  • 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.
  • Technical localization must account for right-to-left UI formatting and complex cursive script rendering to avoid legibility errors.
  • Developers should use Modern Standard Arabic for text while employing regional dialects for voice-overs to enhance immersion and authenticity.
+1
Saudi Esports FederationJan 2024
Page 1
Report18 pages

Esports Live-Streaming Trends Report: Q1 2023

The esports live-streaming market demonstrated significant resilience in the first quarter of 2023, with viewership growing 15% year-over-year to reach 651 million hours watched. This growth occurred despite a general decline in broader live-streaming viewership during the same period. The data, aggregated from major platforms including Twitch, YouTube, Facebook Gaming, and AfreecaTV, indicates that the top 30 tournaments alone account for 68% of total esports viewership, highlighting a heavy concentration of audience interest in premier events.

Twitch maintains its market leadership with a 62% share of esports hours watched, followed by YouTube at 30%. While Twitch dominates smaller events with an 81% market share, YouTube has successfully increased its presence in the large-scale event segment, capturing 34% of viewership for tournaments with an average minute audience exceeding 80,000. Multiplayer Online Battle Arena (MOBA) and First-Person Shooter (FPS) remain the most popular genres, though Action-Adventure saw the highest growth due to specialized events like Minecraft Extremo.

A critical trend identified is the rise of co-streaming, where independent creators broadcast official tournament footage to their own audiences. In the case of the Call of Duty League, co-streaming helped triple the league's hours watched compared to the previous year, with nearly 60% of the peak audience watching via creator channels rather than official streams. Top creators like Tarik and Ibai have become central to this ecosystem, often generating higher chat engagement rates than official broadcasts. Mobile esports also showed strength, particularly Mobile Legends: Bang Bang, which saw a 273% increase in esports viewership despite a general downturn in the mobile gaming sector.

  • 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.
  • Co-streaming has become a primary growth driver, exemplified by the Call of Duty League tripling its hours watched as 60% of its peak audience tuned in via creator channels rather than official streams.
  • Mobile esports demonstrated significant momentum, with Mobile Legends: Bang Bang recording a 273% increase in viewership despite a general downturn in the mobile gaming sector.
+1
Stream HatchetMar 2023
Page 1
Report15 pages

Japanese Esports on the Rise: Five Teams to Watch

Japan is rapidly evolving from a video game superpower into a significant esports market, overcoming historical regulatory and cultural hurdles. While the country previously lagged behind China and South Korea due to strict anti-gambling laws that capped prize pools and a lack of domestic titles in popular esports genres like MOBAs, recent policy shifts have transformed the landscape. Following the 2019 removal of most legal restrictions and the formation of the Japan Esports Union (JeSU), the market grew by 11% to reach $77 million in 2022.

The ecosystem is characterized by a unique "watching but not playing" culture, where livestreaming and content creation drive engagement among both gamers and non-gamers. This has led to the rise of prominent organizations such as Crazy Raccoon, DetonatioN FocusMe, FENNEL, SCARZ, and ZETA DIVISION. These teams increasingly operate as lifestyle brands, generating revenue through traditional sponsorships, merchandise, and specialized content partnerships. Notably, non-endemic brands like Nissin Foods have entered the space, with sponsorship fees reportedly increasing tenfold over the last five years.

Despite this momentum, the industry faces challenges, including a "Galapagos syndrome" where domestic game preferences differ from global trends, and a power imbalance where publishers maintain strict control over tournament formats. However, the outlook remains optimistic. Industry leaders anticipate further consolidation and professionalization, mirroring the evolution seen in Western markets a decade ago. As teams seek international expansion and venture capital, Japan is positioned to become a major hub for esports talent and tourism in Asia.

  • 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.
  • The Japanese market is driven by a unique 'watching but not playing' culture, where high engagement in livestreaming and content creation attracts both gamers and non-gamers.
  • The industry faces structural challenges including 'Galapagos syndrome,' where domestic game preferences diverge from global trends, and strict tournament control by game publishers.
+1
Niko PartnersFeb 2023
Page 1
Report25 pages

The MENA Games Market: From Sand to Stardom

The Middle East and North Africa (MENA) gaming market is experiencing a period of rapid expansion, characterized by significant government investment, a growing base of digital natives, and an increasing emphasis on cultural localization. As of 2022, the MENA-3 region—comprising Saudi Arabia, the United Arab Emirates, and Egypt—generated $1.8 billion in revenue and supported 67.4 million gamers. This growth is underpinned by a strong mobile-first ecosystem and a burgeoning esports sector that benefits from high engagement rates and substantial public sector backing, most notably through Saudi Arabia’s National Gaming and Esports Strategy.

The industry’s trajectory is heavily influenced by the necessity of localized content. Data indicates that 86.6% of regional gamers prioritize language localization, and successful titles like PUBG Mobile have demonstrated that integrating regional celebrities, cultural themes, and Arabic-language support is essential for market penetration. Beyond content, the region is actively fostering a domestic development pipeline through workforce training, educational initiatives, and high-profile mergers and acquisitions, such as those led by the Savvy Games Group. These efforts aim to transition the region from a consumer market into a global hub for game development and esports.

Esports serves as a primary driver of engagement, with 73% of regional gamers participating in competitive gaming. The rise of local influencers and streamers, coupled with massive prize pools and the development of dedicated infrastructure like esports cities, has created a self-sustaining cycle of fan engagement and corporate sponsorship. Furthermore, the market is increasingly viewed as a strategic partner for international firms, particularly those from China, which have successfully utilized the region as a growth market. By leveraging social gaming trends—where voice chat and online socialization are central to the player experience—and prioritizing gender-inclusive gaming spaces, the MENA region is positioning itself as a significant, high-growth player in the global gaming landscape.

  • 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.
  • The region is transitioning from a consumer market to a development hub through strategic initiatives like Saudi Arabia’s National Gaming and Esports Strategy and the Savvy Games Group’s M&A activity.
  • International firms, particularly from China, are increasingly using the MENA region as a strategic growth market by capitalizing on high social gaming engagement and voice chat trends.
+3
Niko PartnersJan 2023
Page 1
Report98 pages

Gametech Report Q1 2023: Global & MENAP Outlook

The report argues that the MENAP region is poised to become a major hub for gaming, driven by rapid mobile‑gaming adoption, esports growth and an expanding local startup ecosystem. It identifies talent development, IP creation and cross‑industry collaboration as key levers for sustained expansion, while noting challenges such as technical upskilling, content localisation and stakeholder coordination.

Globally, the gaming market is shifting toward cloud‑based development and AI‑powered tools, with 68 % of studios already using AWS for Games and a projected $7.1 bn market by 2032. Generative AI is expected to reach a $7.1 bn valuation in gaming by 2032, growing at 23.3% CAGR, and private deals now account for 68 % of total investment activity. In MENAP, the market is projected to hit $2.8 bn by 2026 at a 10% CAGR, underpinned by mobile adoption and esports expansion.

Mobile‑first development dominates, with 70 % of developers prioritising data analytics and 50 % investing in AI tools. In‑app purchases, advertising and subscriptions drive revenue, with IAP rising 28 % YoY to $374.1 million and ad revenue up 6.1%. Platform shifts such as iOS SKAN 4.0 and Android privacy changes are reshaping monetisation strategies, while cloud‑gaming infrastructure is projected to grow 250 % by 2030.

Investment flows reflect these trends: seed‑stage funding in MENAP has reached $15 million across 20+ startups, and international firms target the region for free‑to‑play and Web3 opportunities. Funds like SHFT’s $15 million Gametech Fund aim to provide capital, expertise and networking to help local studios compete globally. The overall outlook indicates a 6.1% YoY revenue growth for global and MENAP gaming, with a 15 % rise in mobile gaming and a 43 % share captured by platform‑based titles.

  • 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.
  • Mobile-first development remains the industry standard, with 70% of developers prioritizing data analytics and 50% investing in AI tools.
  • In-app purchase revenue grew 28% year-over-year to $374.1 million, while advertising revenue increased by 6.1%.
+1
Shorooq PartnersJan 2023
Page 1
Report23 pages

Peak Play: Trends in East Asian Videogame Streaming H1 2023

The East Asian videogame livestreaming market is a mature and culturally distinct ecosystem where competitive esports serve as the primary engine for audience engagement. During the first half of 2023, MOBA and Battle Royale titles accounted for over half of the region's most-watched content. While established franchises like League of Legends maintain a dominant presence, the market is increasingly shaped by the influence of Key Opinion Leaders and VTubers. These creators contribute up to 15% of total viewership for major titles and have demonstrated the power to revitalize older games such as Minecraft and Escape from Tarkov.

Regional preferences reveal a bifurcated landscape where specific titles command massive scale. In China, Honor of Kings remains the undisputed leader with 5.67 billion views, while VALORANT and Apex Legends dominate the Japanese and Korean markets, each surpassing 100 million hours watched. The barrier to entry for new releases is high, as only high-profile 2023 titles like Diablo IV, Honkai: Star Rail, and Street Fighter 6 managed to break into regional top-ten rankings. The rapid ascent of Honkai: Star Rail in China notably came at the expense of Genshin Impact, which saw a 31% decline in viewership as audiences shifted toward the newer release.

The integration of granular streaming analytics and market intelligence is essential for navigating this complex environment. By tracking metrics across platforms such as Twitch, YouTube, and AfreecaTV, stakeholders can monitor audience retention and demographic shifts. This data-driven approach highlights the volatility of the market, evidenced by the 68.5% decline in Splatoon 3 viewership following its launch period. Understanding these dynamics—ranging from the professional esports circuit to the rising prominence of virtual avatars—is critical for identifying growth opportunities and executing successful market entry strategies across Asia.

  • 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.
  • New title launches face high barriers to entry, with only Diablo IV, Honkai: Star Rail, and Street Fighter 6 breaking into regional top-ten rankings during H1 2023.
  • Audience cannibalization is a measurable risk, as evidenced by Honkai: Star Rail’s growth contributing to a 31% decline in Genshin Impact viewership.
+1
Niko PartnersJan 2023
Page 1
Report14 pages

Video Game Streaming Trends: 2022 Third Quarter Report

The third quarter of 2022 reflects a period of stabilization for the live streaming industry as it transitions away from pandemic-era highs. While total hours watched and unique channels both decreased by 13% compared to the previous year, the market remains significantly larger than in 2019, with viewership levels nearly double those of the pre-pandemic era. Data indicates that while fewer creators are active, those remaining are broadcasting for longer durations, resulting in a 7.5% increase in total hours broadcast year-over-year.

Twitch maintains a dominant market share, accounting for 72% of total gaming hours watched, followed by YouTube at 15% and Facebook Gaming at 12%. Notably, YouTube was the only major platform to see growth in hours watched, rising 4% as high-profile creators migrated to the service. Conversely, Facebook Gaming experienced a sharp 70% decline in viewership, likely influenced by the discontinuation of its standalone app. In contrast to the broader market slowdown, the esports segment grew by 40% year-over-year, with Twitch capturing 66% of this specific market.

Content trends highlight the rising influence of VTubers and the strategic shift of esports organizations toward variety content. VTubers now represent 50% of the top ten female creators, with the top ten VTubers seeing an average viewership growth of 30% over the previous quarter. Additionally, eight of the top ten esports organizations now generate more than half of their total watch time through content creators rather than competitive matches. While established titles like Grand Theft Auto V and League of Legends continue to lead the charts, the quarter also saw a peak in gambling viewership on Twitch just prior to the implementation of new platform restrictions on unlicensed sites.

  • 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.
  • While the total number of active channels decreased by 13%, the remaining creators increased their output, leading to a 7.5% year-over-year rise in total hours broadcast.
  • VTubers are a significant growth driver, now representing 50% of the top ten female creators and achieving an average viewership increase of 30% over the previous quarter.
+1
Stream HatchetSept 2022
Page 1
Report23 pages

Video Game Streaming Trends Report: 2022 First Quarter

The primary aim of the analysis is to map the state of global video‑game streaming in the first quarter of 2022, linking audience behavior to platform performance, game releases, and advertising potential. While overall viewership growth has begun to temper—total hours watched fell 6 % from the previous quarter—it remains 66 % higher than the same period in 2020 and 140 % above Q1 2019, underscoring the sector’s continued expansion despite pandemic stabilization.

Twitch retains overwhelming dominance, delivering roughly three‑quarters of all streamed hours and accounting for 80 % of esports viewership, which itself showed only a 0.3 % dip year‑over‑year but rose 63 % since 2019. Emerging competitors such as AfreecaTV, Trovo and NaverTV posted double‑digit growth, yet YouTube and Facebook together contributed less than 10 % of total hours. Core viewers—just 7.8 % of the audience—generated two‑thirds of watch time, averaging 276 minutes per day and proving 24 times more receptive to repeated advertising than casual viewers, who average 12 minutes daily.

Game‑level insights reveal that legacy titles like Grand Theft Auto V and League of Legends remain top‑draws, while new releases such as Elden Ring and Lost Ark captured strong core‑viewer engagement, each accounting for over half of their streaming hours. Mobile game streaming is heavily core‑oriented, with 78 % of hours coming from core fans despite casual dominance in downloads. Content creators mirror these patterns: xQcOW led live streams with 62.8 million hours, while VOD‑first creators like Rubius generated twice as many video‑on‑demand views per concurrent viewer, highlighting divergent monetization pathways.

  • 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.
  • While YouTube and Facebook combined contribute less than 10% of total streaming hours, emerging platforms like AfreecaTV, Trovo, and NaverTV are experiencing double-digit growth.
  • New releases such as Elden Ring and Lost Ark successfully captured core-viewer engagement, with both titles deriving over 50% of their streaming hours from this demographic.
+1
Stream HatchetMar 2022
Page 1
Report51 pages

Global Esports & Live Streaming Market Report 2022

The global esports and live streaming industry is undergoing a period of robust expansion, with total esports revenue projected to reach $1.38 billion in 2022 and an audience base of 532 million people. This growth trajectory is expected to continue, with market valuations potentially hitting $1.86 billion by 2025. While sponsorship remains the dominant revenue stream, accounting for nearly 60 percent of total earnings, the industry is actively diversifying its financial models. Organizations are increasingly pivoting toward direct-to-fan strategies, including digital merchandise, loyalty programs, and educational initiatives, to mitigate risk and transition toward sustainable, lifestyle-oriented business models.

The live streaming sector serves as a critical pillar of this ecosystem, with its audience projected to grow to 1.41 billion by 2025. Market dominance is currently split between major platforms like Twitch, YouTube Gaming, and Facebook Gaming, each leveraging distinct regional strengths. Twitch maintains a stronghold in Western PC and console markets, whereas YouTube and Facebook are capitalizing on the rapid proliferation of mobile gaming in emerging economies. These platforms are further evolving by integrating non-gaming content and interactive features to enhance user retention and broaden monetization opportunities.

Despite the positive outlook, the industry must navigate potential volatility stemming from shifting media consumption habits, evolving publisher investment strategies, and the lingering economic effects of the pandemic. Nevertheless, the sector remains highly attractive to stakeholders due to its core demographic of young, high-income professionals. As the market matures, the integration of co-streaming and the expansion into emerging regions—supported by localized platforms—will be essential for maintaining long-term growth and fostering deeper engagement with a global, digitally native audience.

  • 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.
  • Market dominance in live streaming is split between Twitch, which leads in Western PC and console markets, and YouTube Gaming and Facebook Gaming, which are capturing growth in mobile-first emerging economies.
  • The industry remains highly attractive to stakeholders due to its core demographic of young, high-income professionals.
+3
NewzooJan 2022

Publishers

Related Topics