50 datasets found
  1. eSports market revenue ASEAN 2020-2029, by segment

    • statista.com
    Updated Aug 25, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). eSports market revenue ASEAN 2020-2029, by segment [Dataset]. https://www.statista.com/forecasts/1328866/asean-esports-market-revenue-by-segment
    Explore at:
    Dataset updated
    Aug 25, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Asia
    Description

    The revenue is forecast to experience significant growth in all segments in 2029. The trend observed from 2020 to 2029 remains consistent throughout the entire forecast period. There is a continuous increase in the revenue across all segments. Notably, the Media Rights segment achieves the highest value of ***** million U.S. dollars in 2029. Find further statistics on other topics, such as a comparison of the ad spending in Saudi Arabia and a comparison of countries or regions regarding the average revenue per user.The Statista Market Insights cover a broad range of additional markets.

  2. eSports market revenue ASEAN 2020-2029, by segment

    • thefarmdosupply.com
    Updated Aug 25, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). eSports market revenue ASEAN 2020-2029, by segment [Dataset]. https://www.thefarmdosupply.com/?_=%2Fstatistics%2F1328866%2Fasean-esports-market-revenue-by-segment%2F%23RslIny40YoLkaOh9zvmBAV3JXcE%2BYSA%3D
    Explore at:
    Dataset updated
    Aug 25, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Asia
    Description

    The revenue is forecast to experience significant growth in all segments in 2029. The trend observed from 2020 to 2029 remains consistent throughout the entire forecast period. There is a continuous increase in the revenue across all segments. Notably, the Media Rights segment achieves the highest value of ***** million U.S. dollars in 2029. Find further statistics on other topics, such as a comparison of the ad spending in Saudi Arabia and a comparison of countries or regions regarding the average revenue per user.The Statista Market Insights cover a broad range of additional markets.

  3. Revenue of the esports merchandise & ticketing industry in Indonesia...

    • statista.com
    Updated Jul 10, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Revenue of the esports merchandise & ticketing industry in Indonesia 2020-2029 [Dataset]. https://www.statista.com/forecasts/1372043/indonesia-esports-revenue-from-merchandise-and-ticketing
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Indonesia
    Description

    The revenue in the 'Merchandise & Ticketing' segment of the esports market in Indonesia was forecast to continuously increase between 2024 and 2029 by in total *** million U.S. dollars (+***** percent). After the ninth consecutive increasing year, the revenue is estimated to reach **** million U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the 'Merchandise & Ticketing' segment of the esports market was continuously increasing over the past years.Find further information concerning revenue in Asia and revenue growth in Indonesia. The Statista Market Insights cover a broad range of additional markets.

  4. Revenue of the e-sports merchandise & ticketing industry in Asia 2020-2029

    • statista.com
    • thefarmdosupply.com
    Updated Jul 18, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Revenue of the e-sports merchandise & ticketing industry in Asia 2020-2029 [Dataset]. https://www.statista.com/forecasts/1307956/asia-esports-revenue-from-merchandise-and-ticketing
    Explore at:
    Dataset updated
    Jul 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Asia
    Description

    The revenue in the 'Merchandise & Ticketing' segment of the esports market in Asia was forecast to continuously increase between 2024 and 2029 by in total ** million U.S. dollars (****** percent). After the ninth consecutive increasing year, the revenue is estimated to reach ****** million U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the 'Merchandise & Ticketing' segment of the esports market was continuously increasing over the past years.Find further information concerning revenue in Indonesia and revenue growth in Indonesia. The Statista Market Insights cover a broad range of additional markets.

  5. Global Esports Business in 2020 - Sponsorship and Media Rights Analysis

    • store.globaldata.com
    Updated Jan 29, 2021
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    GlobalData UK Ltd. (2021). Global Esports Business in 2020 - Sponsorship and Media Rights Analysis [Dataset]. https://store.globaldata.com/report/global-esports-business-in-2020-sponsorship-and-media-rights-analysis/
    Explore at:
    Dataset updated
    Jan 29, 2021
    Dataset provided by
    GlobalDatahttps://www.globaldata.com/
    Authors
    GlobalData UK Ltd.
    License

    https://www.globaldata.com/privacy-policy/https://www.globaldata.com/privacy-policy/

    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Covid-19 shaved 14 percent off global esports revenue streams for 2020 , Non-endemic sponsorship of esports is growing , 2020 highlights power of merch and influencers in esports as those companies less reliant on esports revenues perform best. Read More

  6. ESports market revenue in Indonesia 2017-2029

    • statista.com
    Updated Aug 15, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). ESports market revenue in Indonesia 2017-2029 [Dataset]. https://www.statista.com/forecasts/1372017/indonesia-esports-revenue
    Explore at:
    Dataset updated
    Aug 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Indonesia
    Description

    The revenue in the esports market in Indonesia was modeled to amount to ************* U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by *********** U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ************ U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Esports.

  7. Esports - Thematic Research

    • store.globaldata.com
    Updated May 29, 2020
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    GlobalData UK Ltd. (2020). Esports - Thematic Research [Dataset]. https://store.globaldata.com/report/gdtmt-tr-s266--esports-thematic-research/
    Explore at:
    Dataset updated
    May 29, 2020
    Dataset provided by
    GlobalDatahttps://www.globaldata.com/
    Authors
    GlobalData UK Ltd.
    License

    https://www.globaldata.com/privacy-policy/https://www.globaldata.com/privacy-policy/

    Time period covered
    2020 - 2024
    Area covered
    Global
    Description

    Esports is the fastest growing theme in the gaming sector. These organized multiplayer video game competitions have enjoyed spectacular growth over the last decade, with thousands of fans filling stadiums to watch live events and millions following them on streaming platforms. Although esports currently caters to a niche audience – almost 10% of the global online population of around 4.5 billion – its reach is expanding rapidly. Brands from a wide range of industries are investing in esports to reach a young demographic that is typically resistant to traditional advertising channels. Esports revenue is set to surpass $1bn in 2020 with brand sponsorship the biggest revenue stream. Read More

  8. Most popular mobile esports games 2020, by number of downloads

    • tokrwards.com
    • statista.com
    Updated Aug 7, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Minh-Ngoc Nguyen (2025). Most popular mobile esports games 2020, by number of downloads [Dataset]. https://tokrwards.com/?_=%2Ftopics%2F8874%2Fesports-market-in-vietnam%2F%23D%2FIbH0Phabzc8oKQxRXLgxTyDkFTtCs%3D
    Explore at:
    Dataset updated
    Aug 7, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Minh-Ngoc Nguyen
    Description

    In 2020, the battle royal game Garena Free Fire reigned as the most downloaded eSports game in Vietnam, at over 18.2 million downloads. This was followed by Arena of Valor and PUBG Mobile, at respectively 14.65 and 9.58 million downloads. Garena – the Singaporean-based publisher of Garena Free, alongside VNG, one of Vietnam’s leading game publishers, dominated the country’s mobile eSports market with the highest numbers of game downloads that year.

    Vietnam’s booming gaming industry

    As of 2021, Vietnam is among the countries with the highest gaming penetration rate, with a gaming reach of over 91 percent. In that year, the revenue of the Vietnamese video game market reached 280 million U.S. dollars, with the largest share attributable to the mobile game segment. Vietnam’s dynamic video gaming industry is anticipated to thrive even more in the years to come, grossing approximately 516 million U.S. dollars by 2026.

    The future of esports On par with Vietnam’s casual gaming scene, the Vietnamese eSports industry has been witnessing substantial growth for the last few years, with rapidly increasing numbers of both eSports players and viewers. Vietnam is one of the countries with the highest number of active eSports players, recording 452 competitive players as of 2020. With the COVID-19 pandemic spurring compulsory lockdowns and social distancing, more and more people are turning to video games in general and eSports in particular, thus driving increased investments in the global eSports industry.

  9. eSports Market Size, Growth Drivers, Share & Industry Overview, 2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jul 14, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Mordor Intelligence (2025). eSports Market Size, Growth Drivers, Share & Industry Overview, 2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/esports-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 14, 2025
    Dataset provided by
    Authors
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    E-Sports Market is Segmented by Revenue Model (Media Rights, Advertising and Sponsorship, and More), Streaming Platform (Twitch, Youtube Gaming, and More), by Device Type (PC, Mobile/Handheld, Console), Game Genre (MOBA, First-Person Shooter (FPS) and More), and Geography. The Market Forecasts are Provided in Terms of Value (USD).

  10. Revenue of the e-sports streaming industry in Indonesia 2017-2029

    • statista.com
    Updated Aug 15, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Revenue of the e-sports streaming industry in Indonesia 2017-2029 [Dataset]. https://www.statista.com/statistics/1372047/indonesia-esports-revenue-from-streaming/
    Explore at:
    Dataset updated
    Aug 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Indonesia
    Description

    The revenue in the 'Streaming' segment of the esports market in Indonesia was modeled to stand at ******* U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ******* U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ******* U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Streaming.

  11. eSports sponsorship and media rights revenue worldwide 2023

    • statista.com
    Updated Jul 9, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). eSports sponsorship and media rights revenue worldwide 2023 [Dataset]. https://www.statista.com/statistics/672204/brand-esport-engagement-impact-consumer-opinion/
    Explore at:
    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2020
    Area covered
    Worldwide
    Description

    The eSports market has boomed in recent years, with the top competitions attracting millions of online viewers. It therefore comes as no surprise that brands and advertisers have seized upon this relatively new market. Sponsorship and media rights revenue within eSports was estimated at ***** million U.S. dollars in 2020 and is forecast to rise to *** billion U.S. dollars by 2023.

  12. t

    Esports Market Demand, Size and Competitive Analysis | TechSci Research

    • techsciresearch.com
    Updated Jun 24, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    TechSci Research (2025). Esports Market Demand, Size and Competitive Analysis | TechSci Research [Dataset]. https://www.techsciresearch.com/report/esports-market/24161.html
    Explore at:
    Dataset updated
    Jun 24, 2025
    Dataset authored and provided by
    TechSci Research
    License

    https://www.techsciresearch.com/privacy-policy.aspxhttps://www.techsciresearch.com/privacy-policy.aspx

    Description

    Global Esports Market was valued at USD 1.98 Billion in 2024 and is expected to reach USD 9.55 Billion by 2030 with a CAGR of 29.80%.

    Pages185
    Market Size2024: USD 1.98 billion
    Forecast Market Size2030: USD 9.55 billion
    CAGR2025-2030: 29.80%
    Fastest Growing SegmentOccasional Viewers
    Largest MarketAsia Pacific
    Key Players1. Tencent Holdings Ltd 2. Activision Blizzard, Inc 3. Electronic Arts Inc 4. Riot Games, Inc 5. Epic Games, Inc 6. Valve Corporation 7. Sony Interactive Entertainment LLC 8. Microsoft Corporation 9. FaZe Clan Inc 10. Team Liquid Enterprises B.V

  13. Huya's net revenue in China 2016-2024, by segment

    • thefarmdosupply.com
    • statista.com
    Updated Nov 8, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Lai Lin Thomala (2024). Huya's net revenue in China 2016-2024, by segment [Dataset]. https://www.thefarmdosupply.com/?_=%2Ftopics%2F7874%2Fesports-market-in-china%2F%23RslIny40YoLmf%2Bh9zvmBAV3JXcE%2BYSA%3D
    Explore at:
    Dataset updated
    Nov 8, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Lai Lin Thomala
    Area covered
    China
    Description

    The fast-growing eSports market in China is currently dominated by two live streaming platforms, Huya and Douyu. In 2024, the live streaming revenues of Huya amounted to around 4.7 billion yuan, indicating a continuous decline since 2020.

  14. Potential revenue growth in selected sports worldwide 2020

    • statista.com
    Updated Jul 11, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Potential revenue growth in selected sports worldwide 2020 [Dataset]. https://www.statista.com/statistics/1192674/sports-industry-potential-growth/
    Explore at:
    Dataset updated
    Jul 11, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 2020 - Aug 2020
    Area covered
    Worldwide
    Description

    The eSports industry experienced an unprecedented boom in 2020, thanks in part to the coronavirus pandemic which caused the cancelation of many traditional sporting events and leagues. During an August 2020 survey among sports industry leaders worldwide, some **** percent identified simulated eSports as an industry with a very high potential to grow revenues.

  15. Live streaming revenue of Huya in China Q1 2020-Q1 2025

    • thefarmdosupply.com
    • statista.com
    Updated May 19, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Live streaming revenue of Huya in China Q1 2020-Q1 2025 [Dataset]. https://www.thefarmdosupply.com/?_=%2Fstatistics%2F1083054%2Fchina-huya-quarterly-live-streaming-revenue%2F%23RslIny40YoLmf%2Bh9zvmBAV3JXcE%2BYSA%3D
    Explore at:
    Dataset updated
    May 19, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    The fast-growing eSports market in China is currently dominated by two live streaming platforms, Huya and Douyu. In the first quarter of 2025, the live streaming revenue of Huya Inc. amounted to more than ***** million U.S. dollars.

  16. MTG: quarterly year-over-year sales growth 2020-2025

    • statista.com
    Updated Jul 10, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). MTG: quarterly year-over-year sales growth 2020-2025 [Dataset]. https://www.statista.com/statistics/1108132/impact-of-covid-19-on-modern-times-group-s-esports-revenue/
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide, Sweden
    Description

    In the first quarter of 2025, Modern Times Group reported a sales increase of 77 percent in comparison to the same period the previous year.

  17. E-sports market revenue in Russia 2020-2025

    • statista.com
    Updated Jul 9, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). E-sports market revenue in Russia 2020-2025 [Dataset]. https://www.statista.com/statistics/1175544/esports-market-volume-russia/
    Explore at:
    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2020
    Area covered
    Russia
    Description

    The e-sports market in Russia was forecast to more than double between 2020 and 2025 and reach over **** billion Russian rubles in the latest year under consideration. The total revenue of the Russian video games industry, including the e-sports segment, reached nearly *** billion Russian rubles in 2020.

  18. eSports revenue in Mexico 2019-2026

    • statista.com
    Updated Jul 9, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). eSports revenue in Mexico 2019-2026 [Dataset]. https://www.statista.com/forecasts/935146/revenue-esport-gaming-market-mexico
    Explore at:
    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    Mexico
    Description

    The eSports market in Mexico is on the rise and projected to hit a market value of approximately ** million U.S. dollars by the end of 2023. At the forecast growth rate, this market is set to generate approximately ** million U.S. dollars in 2026.

    The show is just getting started eSports, short for electronic sports, is a type of competition played in a multiplayer format through video games as an individual or a team. Officially recognized as a sport in Mexico in February 2019, eSports has become wildly popular in the North American country. According to a 2020 study, about ** million Mexicans were deemed to have watched professional video game tournaments online that year, and *** million reportedly took an active part in them as competitors. Meanwhile, a 2021 survey found that ** percent of video game enthusiasts played online in Mexico.

    Twitch, the place to be for gaming enthusiasts Whether it be an individual gamer or a major competition, eSports are often consumed through live streaming broadcasts. Twitch, founded in 2011 and acquired by Amazon in 2015, is the leading gaming viewing platform worldwide. Across Latin America, the service saw an overall increase in downloads with the outbreak of the coronavirus in 2020. In Mexico, for example, Twitch app downloads peaked in January 2021 when COVID cases were rising exponentially, with downloads reaching more than *** thousand during that month. Furthermore, both Mexican and Latin American players have strongly marked their presence on the platform. So much so that, although English is the most spoken language on Twitch, Spanish ranks second, accounting for more than ** percent of gamers on the platform.

  19. Sports Betting Market Analysis APAC, Europe, North America, South America,...

    • technavio.com
    pdf
    Updated Jan 8, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Technavio (2025). Sports Betting Market Analysis APAC, Europe, North America, South America, Middle East and Africa - US, China, Germany, Italy, Australia, Canada, India, UK, Japan, France - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/sports-betting-market-industry-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jan 8, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2025 - 2029
    Description

    Snapshot img

    Sports Betting Market Size 2025-2029

    The sports betting market size is valued to increase by USD 221.1 billion, at a CAGR of 12.6% from 2024 to 2029. Digital revolution will drive the sports betting market.

    Major Market Trends & Insights

    APAC dominated the market and accounted for a 33% growth during the forecast period.
    By Platform - Online segment was valued at USD 101.20 billion in 2023
    By Type - Basketball segment accounted for the largest market revenue share in 2023
    

    Market Size & Forecast

    Market Opportunities: USD 162.64 billion
    Market Future Opportunities: USD 221.10 billion
    CAGR from 2024 to 2029 : 12.6%
    

    Market Summary

    The market is a dynamic and complex industry, fueled by the intersection of technology and human passion for sports. With an estimated global value of USD155 billion in 2020, this market's growth is driven by the increasing popularity of online betting platforms and the integration of advanced technologies like machine learning. These innovations enable personalized user experiences, real-time data analysis, and more accurate odds calculation. However, the industry faces significant challenges, including stringent government regulations and restrictions. For instance, in some regions, sports betting remains illegal or heavily regulated, limiting market growth potential. Additionally, concerns over problem gambling and match-fixing continue to shape the regulatory landscape.
    Despite these hurdles, the future of sports betting looks promising. Technological advancements, such as blockchain and virtual reality, are poised to revolutionize the industry further. As these developments unfold, businesses must adapt and innovate to stay competitive in this rapidly evolving market.
    

    What will be the Size of the Sports Betting Market during the forecast period?

    Get Key Insights on Market Forecast (PDF) Request Free Sample

    How is the Sports Betting Market Segmented ?

    The sports betting industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Platform
    
      Online
      Offline
    
    
    Type
    
      Basketball
      Horse riding
      Football
      Others
    
    
    Betting Type
    
      Fixed Odds Wagering
      Exchange Betting
      Live/In-Play Betting
      eSports Betting
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        UK
    
    
      APAC
    
        Australia
        China
        India
        Japan
    
    
      Rest of World (ROW)
    

    By Platform Insights

    The online segment is estimated to witness significant growth during the forecast period.

    The market is in a constant state of evolution, fueled by technological advancements and regulatory changes. The online betting segment, in particular, is thriving, driven by factors such as the expansion of the overall market, the increasing availability of mobile platforms due to Internet and smartphone penetration, and the structural migration of customers from retail to online betting in emerging markets. Technological innovations include advanced responsible gambling tools, payment gateway integration, customer support ticketing, win probability models, AML compliance software, data visualization tools, and bonus claim processes. Regulatory compliance checks, in-play betting data, sports data providers, geofencing technology, KYC compliance protocols, account management features, transaction processing speed, withdrawal processing times, real-time data feeds, betting exchange liquidity, deposit method integrations, user engagement metrics, customer identity verification, live streaming integration, mobile betting platforms, data analytics dashboards, risk management models, CRM system integration, betting platform security, fraud detection systems, user experience design, player segmentation strategies, and more.

    Request Free Sample

    The Online segment was valued at USD 101.20 billion in 2019 and showed a gradual increase during the forecast period.

    Request Free Sample

    Regional Analysis

    APAC is estimated to contribute 33% to the growth of the global market during the forecast period.Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    See How Sports Betting Market Demand is Rising in APAC Request Free Sample

    The Asia-Pacific (APAC) region is poised to lead The market due to its rapid expansion and significant population base. Comprising over 60% of the world's population, APAC is a burgeoning market with an increasing number of digital platforms and the adoption of online betting. Key factors contributing to this growth include the presence of gambling hubs like Macau and the rising disposable income of the population.

    APAC's dominance in the global sports betting landscape is further reinforced

  20. In-Game Advertising (IGA) Market Analysis North America, APAC, Europe,...

    • technavio.com
    pdf
    Updated Jan 7, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Technavio (2025). In-Game Advertising (IGA) Market Analysis North America, APAC, Europe, Middle East and Africa, South America - US, Canada, China, Japan, Germany, India, UK, South Korea, France, Italy - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/in-game-advertising-market-industry-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2025 - 2029
    Description

    Snapshot img

    In-Game Advertising Market Size 2025-2029

    The in-game advertising market size is forecast to increase by USD 7.49 billion at a CAGR of 15% between 2024 and 2029.

    The market is experiencing significant growth due to several key factors. The increasing number of gamers, particularly in the US and North America, presents a vast opportunity for advertisers to reach a large and engaged audience. Furthermore, partnerships between video game companies and advertisers are on the rise, allowing for more seamless integration of ads into digital content. Advancements in technology, such as Natural Language Processing (NLP) and virtual reality, are also driving growth In the IGA market. For instance, NLP can be used to analyze player behavior and tailor ads to individual preferences, enhancing the user experience. Additionally, the use of mobile applications, laptops, tablets, and PCs for gaming continues to expand, providing more opportunities for online advertising services.
    However, challenges remain, including the growing use of ad-blocking solutions and the need for effective targeting strategies to reach the right audience. As mobile gaming and esports continue to gain popularity, advertisers must adapt to these trends and find innovative ways to engage with consumers in a non-intrusive manner. Overall, the IGA market is poised for continued growth, with digital content, social media, e-commerce, and display ads playing a significant role In the future of in-game advertising.
    

    What will be the Size of the In-Game Advertising Market During the Forecast Period?

    Request Free Sample

    The market encompasses the integration of advertisements within mobile games and desktop games, leveraging various formats such as cut-scenes, billboards, background displays, and non-interruptive advertisements. IGA delivers an audio-visual impact that resonates with users, offering product impressions through immersive gaming experiences. However, market size and direction are influenced by several factors. 
    Limitations in games supporting IGA, incompatible devices, and user preferences can impact the market's growth. Game publishers explore diverse ad formats, including banners, videos, and interactive ads, to cater to the digital gaming industry's expanding user base on smartphones, tablets, computers, and video games. The IGA market continues to evolve, driven by technological advancements and the increasing popularity of mobile gaming and desktop games.
    

    How is this In-Game Advertising Industry segmented and which is the largest segment?

    The IGA industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Platform
    
      Mobile
      Computing
      Console
    
    
    Type
    
      Static ads
      Dynamic ads
      Advergaming
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      Europe
    
        Germany
        UK
        France
        Italy
    
    
      Middle East and Africa
    
    
    
      South America
    

    By Platform Insights

    The mobile segment is estimated to witness significant growth during the forecast period. In-Game Advertising (IGA) has emerged as a significant revenue stream in the gaming industry, particularly in mobile gaming. With the widespread use of smartphones and the increasing popularity of mobile gaming, IGA allows advertisers to reach a vast and diverse audience. Mobile gamers represent a substantial portion of the global gaming population, and mobile gaming software dominates online app stores. IGA takes various forms, including static ads, dynamic ads, and advergaming, which can be integrated seamlessly into games without disrupting the user experience. This non-interruptive advertising format offers advertisers the opportunity to make a strong audio-visual impact while avoiding pop-up messages or on-screen advertisements.

    However, limitations such as limited game support, incompatible devices, and memory issues can impact the effectiveness of IGA. Despite these challenges, IGA continues to gain traction in digital-content-focused segments, including online portals, social networking, and e-commerce websites. Advertisers targeting relevant gaming audiences can leverage data-driven in-game advertising for increased product impressions and user engagement. In-game video, banners, and interactive ads are popular formats, with publishers such as Riot Games and DVloper leading the way. IGA is also prevalent in multiplayer games, location-based games, and esports, providing opportunities for B2C and C2C transactions. In conclusion, IGA represents a valuable opportunity for brands to engage with gaming audiences across various digital platforms, including PC/laptop, smartphone/tablet, and streaming services.

    Get a glance at the share of various segments. Request Fr

Share
FacebookFacebook
TwitterTwitter
Email
Click to copy link
Link copied
Close
Cite
Statista (2025). eSports market revenue ASEAN 2020-2029, by segment [Dataset]. https://www.statista.com/forecasts/1328866/asean-esports-market-revenue-by-segment
Organization logo

eSports market revenue ASEAN 2020-2029, by segment

Explore at:
Dataset updated
Aug 25, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Asia
Description

The revenue is forecast to experience significant growth in all segments in 2029. The trend observed from 2020 to 2029 remains consistent throughout the entire forecast period. There is a continuous increase in the revenue across all segments. Notably, the Media Rights segment achieves the highest value of ***** million U.S. dollars in 2029. Find further statistics on other topics, such as a comparison of the ad spending in Saudi Arabia and a comparison of countries or regions regarding the average revenue per user.The Statista Market Insights cover a broad range of additional markets.

Search
Clear search
Close search
Google apps
Main menu