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Worldwide Esports Industry to 2030 – Increasing Number of Events With Large Prize Pools Presents Opportunities

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The “Esports Market by Application, Streaming Type, Device Type, Revenue Stream: Global Opportunity Analysis and Industry Forecast, 2020-2030” report has been added to ResearchAndMarkets’s offering.

E-sport is an online video game which is slightly different than the traditional video gaming in which the E-sports is competitive in nature that is in E-sport actual human-vs-human game is played virtually and usually has an active audience involved into it for cheering players.

E-sport tournaments usually consist of skilled or professional gamers competing against one another for a cash prize. E-sports is competitive video gaming where skill and professionalism of players is one of the most important factors. The pro gamers which played at this level know the games inside out, much like a professional footballer or athlete would in their respective fields. E-sports players can either play one-on-one or against one another or in teams.

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Factors such as major shift toward video games and increase in popularity of e-sports event drives the growth of the E-sports market. However, lack of standardization in online gaming event and online threats such as gambling may restrict the market growth. Furthermore, increase in number of tournament & event with huge prize for winners and runner-up team along with long term investment opportunity in the e-sport event will create lucrative opportunity in the market during the forecast period.

The E-sports market is segmented on the basis of application, streaming type, device type, revenue stream, and region. By application, it is bifurcated into platform and service. By streaming type, it is divided into live and on demand. By device type, it is categorized into smart phone, smart TV, desktop-laptop-tablets, gaming console. By revenue stream, it is classified into media rights, game publisher fee, sponsorship, digital advertisement, tickets, and merchandise. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

This report gives an in-depth profile of some key players in the E-sports market are Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation.

Key Benefits

  • The study provides an in-depth analysis of the E-sports market along with the current trends and future estimations to elucidate the imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analysis on the E-sports market size is provided.
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the E-sports market.
  • The quantitative analysis from 2020 to 2030 is provided to determine the E-sports market potential.

Key Topics Covered:

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eSports

Emirates Esports Federation Announces Worldwide Tender for Premier EGL Franchises, Unlocking Global Investment Opportunities

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The Emirates Esports Federation (EEF), in collaboration with ITW Universe, has announced the launch of an Invitation to Tender (ITT) for the acquisition and operation of elite franchises in the upcoming E-Gaming League (EGL). This initiative presents a significant opportunity for global investors, esports teams, sports franchise businesses and high-net-worth individuals to become part of the rapidly growing esports ecosystem, reinforcing the UAE’s position as a hub for digital entertainment and economic advancement.

The E-Gaming League is set to redefine esports with a sustainable, inclusive and competitive platform that spans multiple gaming genres. Designed to engage diverse demographics, the league will serve as a stable framework for fostering global collaboration and long-term investment opportunities.

Highlighting the significance of this initiative, Sheikh Sultan Bin Khalifa Bin Shakbout Al Nahyan, President, Emirates Esports Federation, stated: “The EGL franchise model represents a groundbreaking evolution in the esports industry. It is not just a framework but a transformative platform that ensures stability, fosters global collaboration, and unlocks unparalleled opportunities for long-term investment. Esports has grown beyond virtual entertainment to become a mass sport that transcends borders, cultures, and generations. With EGL, we are not just hosting games—we are shaping the future of the digital economy.”

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Echoing this sentiment, Saeed Ali Al-Tahir, General Secretary – Emirates Esports Federation, added: “The launch of the EGL franchise model marks a defining moment in the evolution of esports. It stands as a beacon of innovation, providing stability through equitable revenue-sharing, strategic brand partnerships, and pathways for talent development. Our vision is to position the UAE as the world’s premier hub for competitive gaming and to lead the charge in driving economic growth, cultural exchange, and limitless opportunities for the next generation.”

Vivek Chandra, Director of ITW Universe, said: “We are happy to announce the EGL Franchise Ownership Tender along with Emirates Esports Federation. This initiative is designed to attract forward-thinking partners eager to engage in a dynamic and profitable esports ecosystem. We look forward to creating a League that add values to the Publishers, Players & whole esports ecosystem and our franchise partners would be at the centre of all the initiatives.”

The post Emirates Esports Federation Announces Worldwide Tender for Premier EGL Franchises, Unlocking Global Investment Opportunities appeared first on European Gaming Industry News.

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Asia

BETBY PARTNERS WITH SABA SPORTS TO DELIVER ESPORTS CONTENT THROUGH BETBY GAMES

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BETBY strengthens its Asian position with agreement to power leading brand SABA Sports

Premium sportsbook provider BETBY has entered into a strategic partnership with renowned sports gaming supplier SABA Sports, marking a significant step in bringing BETBY’s award-winning esports feature, BETBY Games, to the Asian-facing market.

The partnership with SABA Sports, the largest sports betting provider in Asia, will kick off with the integration of NBA focused eBasketball content in its esports portfolio. Going forward SABA Sports will be expanding its e-sim offering with additional BETBY Games titles, which are renowned to increase player engagement through fast-betting content designed for the next generation of players.

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“This partnership with SABA represents an important milestone for BETBY as we expand our footprint into the Asian market,” said Chris Nikolopoulos, BETBY’s Chief Commercial Officer. “SABA’s exceptional market presence and reputation make them an ideal partner to bring BETBY Games content to life for operators across the region. Together, we aim to deliver unparalleled esports experiences and redefine how players engage with these dynamic esports offerings.”

The post BETBY PARTNERS WITH SABA SPORTS TO DELIVER ESPORTS CONTENT THROUGH BETBY GAMES appeared first on European Gaming Industry News.

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eSports

ESIC and WIPO Unveil IGET: A Landmark Dispute Resolution Body for the Global Video Games and Esports Industries

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The Esports Integrity Commission (ESIC) and the World Intellectual Property Organisation Arbitration and Mediation Center (WIPO AMC) announced the launch of the International Games and Esports Tribunal (IGET), a groundbreaking not-for-profit dispute resolution body designed to meet the unique needs of the global video games and esports industries.

IGET represents a pioneering effort to provide tailored, professional and accessible Alternative Dispute Resolution (ADR) services for stakeholders in gaming and esports. Its innovative platform addresses the broad scope of disputes that arise in these fast-evolving sectors, ranging from anti-doping violations and player disciplinary matters to intellectual property (IP) conflicts and contractual disagreements.

A Game-Changing Approach to Dispute Resolution

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Traditional legal frameworks often fail to accommodate the complexity, pace and global nature of disputes within gaming and esports. IGET fills this critical gap with:

• Specialised Expertise: IGET’s panel consists of arbitrators and mediators with in-depth knowledge of esports, video games, and intellectual property. This ensures disputes are resolved by professionals who understand the industry’s nuances and challenges.

• Global Accessibility: With a fully international approach, IGET enables parties from anywhere in the world to resolve disputes seamlessly and efficiently, regardless of jurisdiction.

• Comprehensive Coverage: IGET addresses a wide range of dispute types, from integrity-related matters like match-fixing and cheating to a wide range of commercial disputes including but not limited to IP disputes, player contracts, sponsorship agreements and beyond.

• Efficient Procedures: IGET’s bespoke ADR processes are designed for swift, effective resolutions, minimising disruption to the industry’s fast-moving ecosystem.

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With the establishment of IGET, the Esports Integrity Commission (ESIC) will immediately transition the functions of its Independent Appeals Panel to IGET, making IGET the exclusive jurisdiction for all ESIC appeals.

Stephen Hanna, CEO of ESIC, said: “The launch of IGET is a significant and important milestone for the global video games and esports industries. By combining ESIC’s expertise in maintaining integrity with WIPO’s authority in intellectual property dispute resolution, this initiative will ensure that disputes are handled professionally and swiftly, maintaining the integrity that underpins these industries’ growth and credibility. IGET is a critical step towards fostering trust, professionalism, and fairness across our industries.”

Marco M. Alemán, Assistant Director General of WIPO’s IP and Innovation Ecosystems Sector, added: “At WIPO, we understand the increasing relevance of Alternative Dispute Resolution (ADR) mechanisms in evolving sectors such as video games and esports. Our partnership with ESIC to establish IGET highlights our dedication to providing the essential infrastructure for impartial and effective dispute resolution within the esports and video gaming communities.”

To support stakeholders in understanding IGET’s services and processes, a series of public webinar information sessions will soon be made available. These sessions will provide an overview of IGET’s dispute resolution offerings, the steps involved in bringing a matter to the tribunal and guidance on how to incorporate the IGET model clause into agreements.

The post ESIC and WIPO Unveil IGET: A Landmark Dispute Resolution Body for the Global Video Games and Esports Industries appeared first on European Gaming Industry News.

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