Newzoo: Global Esports & Live Streaming in 2022 Report
Esports is growing, but the share in the global gaming economy is still low.
By the end of 2022, the Esports market will reach $1.38B. China will generate 1/3 of this amount. Southeast Asia, Central Southern Asia, and Africa are growing faster than others. By 2025 the market will reach $1.86B.
The main source of revenue for Esports organizations is sponsorship. By the end of 2022 different brands will pay $837.3M - it’s about 60% of worldwide Esports revenue.
Global Esports audience by the end of 2022 will reach 532M people, 261.2M of which can be called enthusiasts. By the end of 2025, the global audience might reach 640.8M people.
PC\Console Esports is popular in developed markets - not only in Europe, but in China, South Korea, and Japan. Mobile Esports is rapidly developing in Latin America, the Middle East, Africa, and India.
The live Streaming audience in 2021 reached 810M people. By the end of 2025, it will grow to 1.41B users (CAGR - +16,3% from 2020 to 2025). About 21% of hours are spent on non-gaming content.
More than 84% of watchers of non-gaming content are watching gaming streams too. This breaks the idea that non-gaming content cannibalizes the audience.