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Esports statistics and market reports

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Cover of Video Game Streaming Trends Report: 2022 First Quarter
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.

  • 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.
Stream HatchetMar 2022
Cover of Observatoire économique de l'esport: France 2022
Report77 pages

Observatoire économique de l'esport: France 2022

The French esports sector has undergone a period of rapid professionalization and expansion, establishing itself as a significant component of the national digital economy.

  • The French esports industry reached a total turnover of €141.4 million in 2022, reflecting a 31.4% compound annual growth rate between 2019 and 2022.
  • Market concentration is high, with the ten largest organizations generating 70% of the sector's total revenue.
  • The sector supported 1,017 full-time equivalent positions in 2022, though the majority of industry entities remain micro-enterprises.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsJan 2022
Cover of For the Game
Report42 pages

For the Game

The global gaming industry has matured into a primary cultural and entertainment hub, projected to reach 3.5 billion players and $225 billion in revenue by 2025.

  • The global gaming industry is projected to reach 3.5 billion players and $225 billion in revenue by 2025.
  • 40% of U.S. consumers participate in gaming primarily to foster a sense of belonging, shifting the industry from simple leisure to a community-driven ecosystem.
  • Brands must abandon traditional, interruptive advertising in favor of motivation-based segmentation models that utilize data-fusion methodologies across 21 global markets.
DentsuJan 2022
Cover of Gamer Segmentation: 2022 Overview
Report22 pages

Gamer Segmentation: 2022 Overview

The 2022 Gamer Segmentation overview provides a comprehensive framework for understanding the modern gaming audience, moving beyond traditional labels like casual or core to reflect a more nuanced, culture-driven landscape.

  • 77% of gamers engage with the medium beyond just playing, emphasizing the critical role of viewing and social interaction in modern gaming identity.
  • The gaming audience is now defined by nine distinct personas based on motivations and behaviors rather than traditional 'casual' or 'core' labels.
  • The 2022 segmentation analysis is derived from a dataset of 75,930 respondents across 36 global markets collected between February and April 2022.
NewzooJan 2022
Cover of Global Esports & Live Streaming Market Report 2022
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.

  • 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.
NewzooJan 2022
Cover of Video Game Streaming Trends: 2022 Second Quarter Report
Report15 pages

Video Game Streaming Trends: 2022 Second Quarter Report

The second quarter of 2022 marked a period of stabilization for the live streaming industry as the rapid growth spurred by pandemic lockdowns began to cool.

  • 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.
Stream HatchetJan 2022
Cover of Newzoo Trends to Watch 2022: Games, Esports, Live Streaming, Cloud and the Metaverse
Report30 pages

Newzoo Trends to Watch 2022: Games, Esports, Live Streaming, Cloud and the Metaverse

The analysis projects that 2022 will be defined by a cautious expansion of emerging monetisation models and a deepening investment in immersive technologies.

  • 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.
NewzooJan 2022
Cover of Global Esports & Live Streaming Market Report
Report51 pages

Global Esports & Live Streaming Market Report

The global esports market is projected to reach $1.38 billion in revenue and an audience of 532 million by the end of 2022, signaling a period of robust expansion and structural evolution.

  • 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.
NewzooJan 2022
Cover of Key Insights Into UK Gamers
Report18 pages

Key Insights Into UK Gamers

The United Kingdom represents a major global gaming hub, ranking as the sixth-largest market by revenue and tenth by player population as of late 2022.

  • 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.
NewzooJan 2022
Cover of Consumer Insights: Games & Esports 2022
Report18 pages

Consumer Insights: Games & Esports 2022

Gaming has evolved into a multi-dimensional entertainment ecosystem where traditional play is no longer the sole driver of engagement.

  • 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.
NewzooJan 2022
Cover of Video Games – A Force for Good: Europe's Video Game Industry
Report19 pages

Video Games – A Force for Good: Europe's Video Game Industry

This analysis provides a comprehensive overview of the European video games industry as of 2021, detailing its economic impact, demographic reach, and social contributions.

  • 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.
Interactive Software Federation of EuropeJan 2022
Cover of Stop Living on 1HP: Health and Wellness in Esports
34 min
Game Developers Conference34 min

Stop Living on 1HP: Health and Wellness in Esports

Esports functions as a high-stakes static endurance activity, necessitating a shift from reactive injury treatment to proactive, performance-based conditioning.

  • Esports is classified as a static endurance activity that challenges executive function, involving prolonged seated positions with repetitive micro-movements of the hands, wrists, and shoulders that increase injury risk.
  • Health and wellness initiatives should be integrated into gaming communities by linking in-game character growth with out-of-game physical development to foster player retention and community engagement.
  • Developers can implement non-disruptive health interventions through 'toast' text pop-ups or time-gated codex entries that provide specific stretching and strengthening exercises based on playtime milestones.
Game Developers ConferenceNov 2021

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