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Esports

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Page 1
Report33 pages

The Past, Present and Future of Games: Global and Local Opportunities

The global gaming industry is undergoing a generational transformation, evolving from a niche hobby into a pervasive cultural and economic force. This transition is characterized by a shift from traditional PC and console play toward a diversified ecosystem defined by mobile accessibility, free-to-play models, and the convergence of playing, watching, and social interaction. By 2022, the industry reached a state of "lifetime gamers," with a projected trajectory toward cross-market disruption by 2027.

Market data highlights the massive scale of this sector, with approximately 2.7 billion gamers globally and 1.3 billion spenders. The COVID-19 pandemic significantly accelerated this growth, leading to a $16 billion upward adjustment in 2020 revenue forecasts. Mobile gaming has emerged as the dominant segment, accounting for 49% of global consumer revenues. Furthermore, the rise of cloud gaming is expected to generate $4.8 billion in revenue by 2023, supported by major infrastructure plays from companies like Microsoft, NVIDIA, and Tencent.

Consumer behavior is also shifting, as evidenced by Newzoo’s segmentation which identifies diverse personas ranging from "Hardware Collectors" to "Backseat Viewers." Notably, 29% of enthusiasts do not rank playing as their primary interest, focusing instead on viewing or hardware. This engagement extends into new value chains, including in-game e-commerce—where players purchase physical goods directly through apps—and the integration of gaming with traditional media and travel industries.

The competitive landscape is defined by technological innovation and strategic content plays. While Sony emphasizes exclusive titles for its hardware, Microsoft focuses on subscription-based services. Simultaneously, the rise of esports and live-streaming has created new opportunities for celebrity engagement and music integration. As mobile esports viewership sees exponential growth on platforms like YouTube, the industry continues to blur the lines between casual and core gaming experiences, driven by global studios and empowered creator communities.

  • 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.
  • Engagement is shifting beyond active play, as 29% of gaming enthusiasts identify viewing or hardware collection as their primary interest rather than gameplay.
  • The COVID-19 pandemic acted as a major catalyst for the sector, necessitating a $16 billion upward adjustment to 2020 revenue forecasts.
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NewzooJan 2020
Page 1
Report31 pages

Game Fokus: Esports 2019

Editorial 6 01 Einleitung 8 02 Geschichte des eSports 14 Interview mit Alexander Müller, Gründer und Geschäftsführer beim eSports-Team SK Gaming 03 Status quo von eSports 22 Interview mit Melek Balgün, freie Moderatorin und eSports-Expertin Interview mit Alexander Jobst, Vorstand Marketing und Kommunikation, FC Schalke 04 Interview mit Toan Nguyen, Executive Director und Partner bei ...

  • The German eSports market is projected to reach approximately 130 million Euros by 2020, representing an average annual growth of around 27 percent.
  • Despite its growing relevance, eSports in Germany faces significant hurdles due to a lack of official recognition as a sport, unlike 50 other countries (including EU states like Austria, Netherlands, and Sweden) that already acknowledge and promote it.
  • The German government, through the 2018 coalition agreement, has pledged to support eSports as its own sport with club and association rights, and the Foreign Office eased entry requirements for non-EU eSports athletes in August 2018, yet full equality with traditional sports is still missing.
  • Sponsoring, advertising, media rights, ticketing, and merchandising are key revenue streams for eSports, with global revenues from media rights, sponsoring, and advertising alone projected to be around 897 million US dollars in 2019.
  • Major non-endemic companies like Red Bull (sponsoring athletes and events for over 10 years) and Amazon (acquiring Twitch for nearly one billion US dollars in 2014) are heavily invested in eSports, with Twitch securing Overwatch League streaming rights for 90 million US dollars.
Sport1Jan 2019
Page 1
Report45 pages

Evolution of Mobile Esports for the Mass Market

Mobile esports is positioned to become the primary catalyst for growth in the digital games industry over the next five years, leveraging a global player base of 2.53 billion that already surpasses the combined reach of PC and console gaming. In 2018, mobile esports titles generated $15.32 billion in revenue, representing over a quarter of the total mobile market. This expansion is driven by high smartphone penetration and a fundamental shift from high-profile spectator events toward a pervasive ecosystem of regional and online-only competitions. By lowering barriers to entry, the sector has successfully attracted a more diverse and gender-balanced audience than traditional competitive gaming platforms.

The industry is currently transitioning from a publisher-funded marketing tool into a scalable mass-market powerhouse. While professional PC esports historically dominated revenue, mobile esports is rapidly closing the gap, fueled by sophisticated monetization strategies including media rights, sponsorships, and microtransaction-based models like season passes. Asia serves as the epicenter of this evolution, with China and Southeast Asia hosting the most concentrated markets for competitive mobile titles. Significant investments from traditional sports franchises and the expansion of media rights into mainstream cable television further signal the professionalization and maturation of the sector.

Technological advancements in 5G and cloud gaming are disrupting the historical dominance of PC titles by delivering high-quality competitive experiences on accessible hardware. This technological shift, combined with strong government support in Asian markets, has led to explosive growth, exemplified by a 44.5% revenue increase in top Belt and Road markets during the first half of 2019. As industry leaders establish franchised leagues and record-breaking prize pools, the mobile esports model is proving more sustainable and participatory than its predecessors. Ultimately, the sector’s massive reach and superior monetization capabilities ensure its trajectory to overtake PC esports as the dominant global competitive gaming format.

  • 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.
  • Technological advancements in 5G and cloud gaming are enabling high-quality competitive experiences on accessible hardware, effectively disrupting the historical dominance of PC-based titles.
  • Growth in top Belt and Road markets reached 44.5% in the first half of 2019, with Asia—specifically China and Southeast Asia—serving as the primary epicenter for competitive mobile gaming.
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Niko PartnersJan 2019
Page 1
Report27 pages

Jahresbericht der Deutschen Games-Branche 2018

01 Gamer in Deutschland 6 02 Markt für Computer- und 12 .2 Umsätze mit virtuellen Gütern und Zusatzinhalten sowie Abonnements .3 Umsätze mit Gebühren für Online-Netzwerke 03 Games-Branche in Deutschland 22 .1 Beschäftigtenzahlen und Unternehmen .4 Die 10 Forderungen der Games-Branche 04 eSports 36 05 gamescom 40 06 Deutscher Computerspielpreis 42 07 Unterhaltungssof...

  • The German games market generated 2.2 billion Euros in 2017, growing 10% from 2016. This growth was driven by a 21% increase in revenue from virtual goods and additional content (reaching 1.01 billion Euros) and a 57% increase in revenue from online network fees (reaching 179 million Euros).
  • Smartphone gaming has surpassed PC as the most popular gaming platform in Germany, with 18.2 million smartphone gamers compared to 17.3 million PC gamers in 2017. Console gaming also saw significant engagement with 16 million players.
  • The German games industry is largely mid-sized, with 90% of companies generating up to 5 million Euros in annual revenue. It also boasts a high export quota, with 46% of its revenue earned outside Germany, significantly higher than the music (9%) and film/TV (4%) industries.
  • The market share of German game developments continues to decline, reaching 5.4% in 2017 (down from 6.9% in 2014). This is particularly evident in mobile gaming, where the share of German-developed apps dropped from 4.2% to 3.7% due to increased competition and high marketing costs.
  • The gamescom event attracted over 355,000 visitors in 2017, maintaining its position as the world's largest event for games. The number of exhibitors also grew by 6% to 703.
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game – Verband der deutschen Games-Branche e. V.Jan 2018
Page 1
Report42 pages

Libro Blanco de los Esports en España

Spain’s esports ecosystem is emerging as a distinct economic sector, yet it remains in an early‑stage development phase. The analysis underscores a rapid professionalisation of competitive gaming, with Spanish teams now incorporated as limited companies, employing full technical staff and often operating shared “gaming houses” that mirror structures seen in more mature markets. This organisational shift signals a move toward sustainable business models and deeper investment potential.

Audience metrics illustrate the sector’s expanding reach. In the first half of 2017, the Liga de Videojuegos Profesional (LVP) generated 9.7 million unique viewers on Twitch, representing a 57 percent year‑on‑year increase, while its YouTube video‑on‑demand content grew 16 percent in 2016. These figures sit within a broader Spanish‑speaking gaming community of approximately 37.5 million individuals, indicating a substantial base for future growth. The overall video‑game market in Spain produced €1.163 billion in 2016, confirming the financial relevance of gaming as a whole and providing a foundation for esports expansion.

Collectively, the data portray a vibrant yet nascent market where professional structures are taking shape, audience engagement is accelerating, and the surrounding gaming economy offers a solid fiscal backdrop. Continued investment in team infrastructure, content distribution, and talent development is likely to convert this early momentum into a more mature and economically significant esports industry in Spain.

  • 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.
  • The Spanish-speaking gaming community comprises approximately 37.5 million individuals, representing a significant addressable market for future expansion.
  • YouTube video-on-demand content for the LVP grew by 16 percent during 2016.
AEVIJan 2018
Page 1
Report14 pages

State of the Game Industry 2017

The 2017 State of the Game Industry report provides a comprehensive snapshot of the global development landscape leading into the 31st Game Developers Conference. Based on a survey of over 4,500 professional game developers, the data primarily reflects the perspectives of "journeyman" creators in North America (67%) and Europe (22%), with the largest segment of respondents (37%) possessing three to six years of industry experience.

The findings highlight a significant shift in the immersive technology sector, where the HTC Vive emerged as the leading platform for VR/AR development, surpassing the Oculus Rift in both current usage and future interest. While 61% of developers are not yet involved in VR, those who are have increasingly moved toward the Vive, which 40% of respondents expect to support for their next projects. Despite concerns regarding hardware costs and motion sickness—which affects 83% of developers to some degree—75% of the industry views VR and AR as a sustainable long-term business, with a plurality predicting that augmented reality will be the dominant immersive tech within twenty years.

In the broader platform market, PC (53%) and mobile (38%) remain the primary targets for development. Notably, Android (54%) surpassed iOS (51%) in developer interest for the first time in the survey's history. Regarding consoles, developers expressed cautious optimism for the Nintendo Switch, with 50% predicting it will outsell the Wii U. However, the industry remains divided on mid-cycle hardware refreshes like the PS4 Pro and Project Scorpio; while only 5% view them negatively, 41% remain undecided about their impact on the traditional "fixed-spec" benefits of console development.

Financially, the industry continues to lean toward independence, with 55% of projects funded by internal company resources and 54% of developers operating without a traditional publisher. Confidence in crowdfunding saw a slight decline, with 46% of respondents expressing no interest in the model. Conversely, confidence in eSports reached an all-time high, with 90% of developers affirming its long-term sustainability as it moves toward mainstream social acceptance.

  • The HTC Vive has overtaken the Oculus Rift as the primary platform for VR/AR development, with 40% of developers planning to support it for their next project.
  • Despite 61% of developers not currently working in VR, 75% of the industry views immersive technology as a sustainable long-term business, with AR expected to dominate within 20 years.
  • For the first time in the survey's history, developer interest in Android (54%) has surpassed iOS (51%) as a primary mobile target.
  • The industry is shifting toward self-sufficiency, with 55% of projects funded internally and 54% of developers operating without a traditional publisher.
  • Confidence in eSports has reached an all-time high, with 90% of developers affirming its long-term sustainability as a mainstream fixture.
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Game Developers ConferenceJan 2017

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