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Esports & Games Streaming: Market Forecasts, Trends and Emerging Opportunities 2021-2025

  • Report

  • March 2021
  • Region: Global
  • Juniper Research
  • ID: 5732231
The latest eSports & Games Streaming research provides the most comprehensive and progressive analysis of this expanding market available today.

It enables industry stakeholders to understand key market disruptions and discover the leading players shaping sector growth; accompanied by an in-depth market sizing and forecast analysis. The report covers two key areas:

  • eSports: Streaming of live events often involving professional eSports players
  • Games Streaming: Streaming of events, either live or pre-recorded for casual viewers

This research suite includes:

  • Market Trends & Opportunities (PDF)
  • 5-year Deep Dive Data & Forecasting (PDF)
  • 12 months' Access to harvest Online Data Platform

Key Market Statistics

Market size in 2021:

  • $2.1bn

Market size in 2025:

  • $3.6bn

2021 to 2025 CAGR:

  • 14.59%

Key Features

  • eSports Development & Trend Analysis: An evaluation of the burgeoning eSports market, including an assessment of the various games models and a regional assessment of key countries and regions.
  • Games Streaming Development & Trend Analysis: An evaluation of the games streaming market, including an assessment of the various games models and a regional assessment of key countries and regions.

Vendor Strategy Analysis: the publisher's study of key monetisation models and strategies for growth for leading vendors across the market, including:

  • EA (Electronic Arts)
  • Epic Games
  • Facebook
  • Riot Games
  • Roblox Corporation
  • Twitch
  • YouTube

Benchmark Industry Forecasts: Provided for eSports and Games Streaming; quantifying advertising spend and user-generated revenue through channels such as subscription and donations. These forecasts cover 19 country-level splits, including:

  • Australia
  • Brazil
  • Canada
  • China
  • Denmark
  • France
  • Germany
  • India
  • Japan
  • Mexico
  • Netherlands
  • Norway
  • Portugal
  • Saudi Arabia
  • South Korea
  • Spain
  • Sweden
  • UK
  • US

Key Questions Answered

  • What is the size of the eSports industry in terms of market value?
  • What are the key drivers for online games content streaming, and how can these be capitalised on in the future?
  • How has the eSports and games streaming market evolved over the past year, and are there any new monetisation opportunities?
  • What strategies are the leading vendors implementing?
  • Which geographical regions house the greatest future opportunities in the eSports market?

The eSports & Games Streaming forecast suite includes:

  • Unique viewers of eSports and games streaming services.
  • Number of people who watch casual games streaming content, total revenue from casual games subscriptions & advertising spend.
  • Number of people who watch eSports content, total revenue from eSports subscriptions & advertising spend.
  • Sector revenue from donations to creators.
  • Interactive Scenario Tool allowing users to manipulate the data for 5 different metrics.
Geographical splits: 19 countries

Harvest: Our online data platform, harvest, contains the very latest market data and is updated throughout the year. This is a fully featured platform enabling clients to better understand key data trends and manipulate charts and tables, overlaying different forecasts within the one chart - using the comparison tool. Empower your business with our market intelligence centre, and get alerted whenever your data is updated.

Interactive Excels (IFxl): Our IFxl tool enables clients to manipulate both forecast data and charts, within an Excel environment, to test their own assumptions using the Interactive Scenario Tool and compare selected markets side by side in customised charts and tables. IFxls greatly increase a clients’ ability to both understand a particular market and to integrate their own views into the model.

Companies Mentioned

  • Included in Vendor Analysis: Activision Blizzard
  • EA (Electronic Arts)
  • Epic Games
  • Facebook
  • Riot Games
  • Roblox
  • Twitch
  • YouTube
  • 4Elements eSports
  • AC Milan
  • Activision Blizzard
  • AfreecaTV
  • AGM
  • Amazon
  • BCC
  • BoomTV
  • British Basketball Federation
  • British eSports Association
  • Burberry
  • Comcast Spectacor
  • Discord
  • Douyu
  • Eleague
  • Enthusiast Gaming
  • ESPN
  • Esports One
  • FIFA
  • Gamer’s Club
  • GameSeta
  • Gazprom
  • German Football Association
  • Gillette
  • Hulu
  • Huya
  • IMG College
  • Immortals Gaming Club
  • Instagram
  • Juventus
  • KeSPA (The Korea Esports Association)
  • Learfield
  • Luminosity Gaming
  • Lynx
  • Manchester City
  • McDonald
  • Microsoft
  • Mountain Dew
  • Naver
  • NBA
  • NBC
  • Netflix
  • NFL (National Football Association)
  • Nimo TV
  • NVIDIA
  • PlayVS
  • Proximus
  • SK Telecom
  • Skillz
  • Sky
  • SoundCloud
  • Taco Bell
  • TGS Esports
  • TikTok
  • T-Mobile
  • Trovo
  • Tubular Labs
  • Twitter
  • Ubisoft
  • USA’s National Basketball Association
  • Verizon
  • Visa
  • Xfinity