eSports market to surpass $6 billion by 2028, finds a new study

Credit: Blizzard

The eSports market is likely to surpass US$6 billion by the end of 2028 due to sizeable sponsorships, growing smartphone adoption, the introduction of virtual reality and ameliorating eSports infrastructure, according to a study by Fact.MR.

The report categorises the eSports market into segments based on device, end-user, age group, revenue stream and region.

According to the study, an increasing adoption rate of smartphones, development of high definition displays and incrementing internet speed and bandwidth has led to a tight competition between tablets & laptops and smartphones. Smartphones are expected to outnumber the tablets & laptops segment by the end of 2028, considering feasibility, popularity and affordability of the devices.

The study has found that the two main end users of the eSports market are professional players and occasional viewers. While the number of occasional viewers is on the rise, professional players hold a higher market share as more young people opt to become professional gamers. The study revealed that revenue contribution from the age group 26-35 years is estimated to expand at a higher rate of 24%. 

The research study observes that as the leading brands across industries are making huge investments to sponsor eSports tournaments, the market share of eSports sponsorships segment is expected to expand at a higher growth rate contributing to over 40% of the total market share.

While Scandinavians and Eastern European countries were reported to be the most popular YouTube genre in eSports, North America is observed to be the highest producer as well as consumer of eSports across world business regions.

The study found that the eSports industry has rapidly commercialised in the past half a decade owing to the technological advancements and increased accessibility and connectivity of eSports platforms. Further, the recent introduction of eSports as a demonstration sport in the 2018 Asian Games is set to propel the commercialisation of eSports during the forecast period.

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