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 31.06 million U.S. dollars at 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.
The revenue change in the esports market in Indonesia was forecast to decrease between 2024 and 2029 by in total *** percentage points. This overall decrease does not happen continuously, notably not in 2027. The revenue change is estimated to amount to **** percent in 2029. Find further information concerning number of users in the United Kingdom and user penetration in the United States. The Statista Market Insights cover a broad range of additional markets.
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.
The revenue in 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 esports market was continuously increasing over the past years.Find more information concerning the United Kingdom and Asia. The Statista Market Insights cover a broad range of additional markets.
The revenue in the 'Streaming' segment of the esports market in Poland was forecast to continuously increase between 2024 and 2029 by in total 0.3 million U.S. dollars (+61.22 percent). After the ninth consecutive increasing year, the revenue is estimated to reach 0.77 million U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the 'Streaming' segment of the esports market was continuously increasing over the past years.Find more information concerning Asia and Indonesia. The Statista Market Insights cover a broad range of additional markets.
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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
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The global esports market size reached USD 1,165.6 Million in 2020 and is expected to reach a market size of USD 5,199.8 Million registering a CAGR of 20.7%. Electronic sports industry report classifies global market by share, trend, growth and on the basis of game type, revenue streams, device, and...
The reach in the 'Streaming' segment of the esports market in Poland was forecast to continuously increase between 2024 and 2029 by in total 1.6 million users (+36.12 percent). After the seventh consecutive increasing year, the reach is estimated to reach 6.02 million users and therefore a new peak in 2029. Find further information concerning revenue in Indonesia and revenue growth in Indonesia. The Statista Market Insights cover a broad range of additional markets.
The revenue in the esports market in Asia was forecast to continuously increase between 2024 and 2029 by in total 396.2 million U.S. dollars (+33.1 percent). After the ninth consecutive increasing year, the revenue is estimated to reach 1.6 billion U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the esports market was continuously increasing over the past years.Find more information concerning the United States and Indonesia. The Statista Market Insights cover a broad range of additional markets.
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As per Cognitive Market Research's latest published report, the Global eSports market size was $1.42 Billion in 2022 and it is forecasted to reach $4.47 Billion by 2030. eSports Industry's Compound Annual Growth Rate will be 17.8% from 2023 to 2030. What is Driving eSports Market?
Growing adoption of smartphones coupled with rising internet connectivity:
Over the last few years, there is a rapid increase in smart device adoption and internet penetration. Smart devices offer flexibility to customers on a smartphone, laptop, desktop, or tablet. With these devices, users are simply able to access several eSports through apps and websites.
According to a study, the number of unique mobile internet users in 2020 was 4.28 billion, and more than 90% of the worldwide internet population has access to the internet through a mobile device. Until March 2021, the internet penetration rate in Asia was at 62%, 88% in Europe, and 90% in North America. As technology advances, various organizations are releasing numerous electronic sports that can play online. This enables several people to entertain themselves as well as to earn money. In this app or website, users can play a wide range of games, including cricket, hockey, football, basketball, and kabaddi. This promotes market expansion.
As online gaming and associated activities gain traction, eSports market is expected to see a considerable increase in income. The popularity of these games has surged with the introduction of various applications and websites. People are attracting towards eSports attributed to various reasons. The primary reason for this is that players can win real money. Some players even make a full-time career by joining competitions. Similarly, key players are participating in a variety of measures to increase player numbers.
As a result, the growing adoption of smart devices coupled with rising internet connectivity drives the growth of eSports market.
Restraining Factor:
Cybersecurity Threats:
There are several cybersecurity dangers associated with internet gaming. This is because online gaming has achieved a global reputation, produced large quantities of money, and drawn the interest of hackers. Cybercrime has expanded to the point that it is costly for both gamers and organizations in the gaming sector. This is impeding market expansion.
The most common example of these cybersecurity concerns is data breaches. These can be caused by a variety of circumstances, such as credential-stealing malware, an insider who purposefully or unintentionally reveals users' data, or misplaced laptops or other devices. Since online gaming platforms collect a lot of personal information from their users, players' accounts are frequently targeted by hackers. The accounts of gamers will contain private information like their location, media participation, and so on.
Furthermore, while playing eSports, gamers may download applications while doing things like joining leagues, scouting players, or engaging in various activities, in addition to going online to do research. The risk arises if consumers download fake software that contains malware, install ads on their devices, or steal data. Thus, cybersecurity dangers associated with eSports may hamper the growth of market.
Opportunity for the eSports market
Growing competitions and competitive landscape of the Esports present key market growth opportunity
The market growth of the esports market has been significant the growing completion and the competitive landscape present key growth opportunity for the esport market to further grow. This is significantly due to the increasing investment by the key market players in these competitions and the global recognition of these competitions. These factors contribute significantly for the market growth and the increasing adoption of digital technologies, growing popularity among consumers, and the convenience of online services. This present valuable growth opportunity for the esports market.
Current Trends on eSports: Cloud services in eSports is on rise: Cloud gaming trend is rising dramatically. The high demand for cloud gaming is due to its high speed that players are looking for, along with high-end technology. Various giant players are partnering with each other to launch new services that promise impressive speeds. This also allows users to spend less money on upgrades to their devices to stay u...
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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
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 42 million U.S. dollars (+36.73 percent). After the ninth consecutive increasing year, the revenue is estimated to reach 156.34 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.
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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).
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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%.
Pages | 185 |
Market Size | 2024: USD 1.98 billion |
Forecast Market Size | 2030: USD 9.55 billion |
CAGR | 2025-2030: 29.80% |
Fastest Growing Segment | Occasional Viewers |
Largest Market | Asia Pacific |
Key Players | 1. 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 |
The revenue in the 'Publisher Fees' segment of the esports market in Asia was forecast to continuously increase between 2024 and 2029 by in total 12.5 million U.S. dollars (+23.57 percent). After the ninth consecutive increasing year, the revenue is estimated to reach 65.56 million U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the 'Publisher Fees' 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.
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.
The revenue in the 'Media Rights' segment of the esports market in Asia was forecast to continuously increase between 2024 and 2029 by in total 64 million U.S. dollars (+53.09 percent). After the ninth consecutive increasing year, the revenue is estimated to reach 184.55 million U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the 'Media Rights' 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.
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As per Cognitive Market Research's latest published report, the Global Role playing Games market size was USD 18.73 Billion in 2021 and it is forecasted to reach USD 38.46 Billion by 2029. Role playing Games Industry's Compound Annual Growth Rate will be 9.4% from 2023 to 2030. What is Driving Role playing Games Market?
Online gaming is rapidly gaining popularity due to the rise in the penetration of smartphones. According to secondary sources, the penetration of smartphones is estimated to have reached 78.05% in 2020. The survey claims that the mobility and popularity of mobile devices have created an ideal environment for RPG players, hence most of the players are switching to RPGs, thereby increasing the growth of the RPG market.
The growth of the market is propelled by the increasing involvement of gamers.
RPGs provide deeply engaging narratives, customizable characters, and vast open-world settings, appealing to an expanding audience of both serious and casual gamers. Titles such as The Witcher 3, Elden Ring, and the Final Fantasy series have established new benchmarks for immersive gameplay. With a growing fascination for fantasy, science fiction, and historical themes, RPGs persist in leading download rankings across PC, console, and mobile platforms.
Growth of Mobile and Cross-Platform Gaming
Mobile RPGs like Genshin Impact and AFK Arena have garnered millions of users worldwide, attributed to their freemium models, superior graphics, and global server access. The ability to play across platforms has enabled users to transition effortlessly between PC, console, and mobile, promoting extended engagement periods. The accessibility and cost-effectiveness of mobile RPGs have greatly broadened the market in areas such as Southeast Asia, India, and South America.
Expanding Esports and Streaming Ecosystem
Role-playing games featuring PvP or co-op elements are increasingly showcased in esports competitions, YouTube streams, and Twitch broadcasts. Content creators enhance visibility by presenting gameplay, walkthroughs, and mod reviews, fostering dynamic online communities. Titles like Skyrim, Cyberpunk 2077, and Path of Exile gain from sustained interest through ongoing content updates and user-generated modifications, maintaining engagement and revenue long after their initial release.
According to the research, there are currently an estimated 1 billion online gamers globally, with China, South Korea, and Japan having the largest populations of online gamers. This has opened the way for an online competition to enter the mainstream gaming industry. This, in turn, is anticipated to boost the growth of the role-playing games market.
Key Restraints in Games Market
High Development Costs and Extended Production Timelines
AAA RPGs necessitate substantial investments in game design, graphics, voice acting, and world-building, typically requiring 3 to 5 years for development. The intricate nature of RPG mechanics and the demand for open-world realism exert significant pressure on developers. Budget overruns, delays, or disappointing launches (such as Cyberpunk 2077) can lead to considerable financial losses and reputational damage for studios and publishers.
Market Saturation and Intellectual Property Fatigue
The frequent release of sequels, remakes, and spin-offs within established RPG franchises can contribute to intellectual property fatigue among players. An oversaturation of similarly themed games may diminish consumer enthusiasm for new releases. Furthermore, indie developers encounter fierce competition from larger studios, making it challenging to differentiate themselves without innovative mechanics or storytelling, particularly in digital platforms like Steam and the PlayStation Store.
Regulatory and Monetization Obstacles
RPGs that incorporate loot boxes, in-game currencies, or gacha systems are facing heightened scrutiny and regulation in areas such as Europe and China. Monetization strategies that include microtransactions or pay-to-win elements may provoke backlash from gaming communities if not executed with care. Additionally, cultural content limitations and censorship can impede global market expansion, necessitating that studios localize or alter narratives and character designs.
Key Trends of Games Market
Integration of AI and Procedural Storytelling
Game developers are exploring the use of AI t...
The revenue in the 'Streaming' segment of the esports market in Asia was forecast to continuously increase between 2024 and 2029 by in total 39.1 million U.S. dollars (+65.33 percent). After the ninth consecutive increasing year, the revenue is estimated to reach 98.96 million U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the 'Streaming' segment of the esports market was continuously increasing over the past years.Find more information concerning Indonesia and Poland. The Statista Market Insights cover a broad range of additional markets.
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?
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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. Reque
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 31.06 million U.S. dollars at 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.