Europe Esports Market: Industry Analysis and Forecast (2024-2030)

  • The Europe Esports Market size was valued at USD 1.72 Bn. in 2023 and the total Europe Esports Market revenue is expected to grow at a CAGR of 12.65% from 2024 to 2030, reaching nearly USD 3.96 Bn.

  • Format : PDF | Report ID : SMR_1704

Europe Esports Market Overview

E-Sports, a short form of Electronic Sports, essentially refers to all the sports played through digital platforms or in the form of video games. Digital simulation of real-life situations would also fall within the purview of E-Sports. It is quite different from all conventional sports because these games are played virtually between the players who might be in different parts of the world. These games do not require physical meeting of the players nor much of a physical effort; the players’ effort is more on the mental side.

 

The Report has covered various aspects which includes Europe Esports Market Dynamics such as Drivers, Restraints, Opportunities and Challenges. The Report focuses on the strategic partnership and development of the market leaders in the Europe Esports Market. The analysis offers crucial insights into the current Europe Esports market and unravels emerging trends and possibilities. The report consist of various factors propelling the market growth of the Europe. The analysis of the countries which holds the majority of the market share in Europe.

 

The Europe Esports market report presents significant opportunities for stakeholders across the gaming ecosystem, driven by evolving consumer preferences, technological innovation, and strategic partnerships. Additionally, addressing regulatory hurdles, enhancing monetization strategies, and increasing into new markets has been imperative for ensuring sustained growth and competitiveness in the dynamic Esports landscape in Europe. Europe has been one of the most important regions in the development of the esports industry.

 

  • Europe accounts for 32% of the global esports economy revenues.
  • Europe will account for 20% of the global esports audience
  • 25,000 people from 22 global markets (including 11 European countries), were surveyed in August and September 2022 regarding their video gaming and esports consumption.

Europe Esports Market

 

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Europe Esports Market Dynamics

Driving Forces and Regulatory Trends in Europe's Esports Market

In Europe, the key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies have propelled the market growth. eSports is a fast-growing industry, and the number of its fans is steadily increasing in Europe.

 

The growing popularity is eventually leading to the regulation of the esports in Europe. The increased in Players' rights, taxation rules, prohibition of use of stimulants, player transfer rules, team ownership restrictions, are factors influencing the market growth. Surged wages of the Esports players are propelling the market growth in Europe. Europe is the next big hub for gaming and Esports which consequently makes it a huge market for video and OTT streaming services resulting in boost in the market.

 

Navigating Monetization Hurdles and Health Concerns in Europe Esports Market

Despite the growth rates esports has shown in recent years, the audience remains ‘under-monetised’ from a pure economic perspective. Monetization Challenges, even though there is a sizable and increasing Esports audience, making money from the various sector has been difficult in many European country. Several Esports leagues and competitions find it difficult to make enough money using conventional strategies like ticket sales, sponsorships, and advertising as a result it hinders the market growth.

 

Health and Addiction, is one major challenge for the Esports Industry as it have some adverse effects on the players which includes Physical as well as psychological issues like emotional deregulation, addiction, aggressiveness, sadness, and anxiety.

 

Europe Esports Market Segment Analysis

Based on Device Type, Smartphone held the majority of share and is expected to the maintain its dominance till 2030 with a growing CAGR during the forecast years. The most frequent consumers of esports are the much sought after Millennial and Generation Z. Esports stakeholders seem to be in a position to access and start interactions with esports spectators of such age groups. For example, purchase and lifestyle behavioural data of different audience groups could be of interest for a multiple of organisations.

 

Games have consistently held a 40% share of global mobile app downloads over the past 5 years. The rise of casual games, which are designed to be played in short periods of time, has driven innovation in the monetization of mobile games, making them affordable for a wider audience. Mobile gaming is mostly monetized through advertising, which is technically free for a player, while PC/console games are yet to realize the potential of this model. To breakdown the 23.3 Bil Euros spent, 44% was made up from console revenues, 40% accounted by smartphones, a lower 14% came from PC revenues, and about 2% was made up from on-demand/streaming. With mobile gaming being more fragmented and the barriers to entry in this segment being lower than console or PC, mobile gaming trends have the capability to change very quickly, and new games  fall down the popularity charts very quickly after an apparently successful release.

Europe Esports Market1

Europe Esports Market Regional Analysis

Germany dominated the market with the highest number of market share and a growing CAGR during the forecast period. Germany is the home of the League of Legends EMEA Championship, the VCT EMEA International League and the headquarters of esports mainstays like ESL Gaming and G2 Esport. Germany a very diverse and mature esports market by European standards based on its considerable size and the number of prominent esports stakeholders located in Germany, it assumes an important role in the European esports sector. While the percentage of regular consumers in Germany is higher, only 20% of people have made purchases on eSports products or services. It is mainly because the abundance of free content makes it difficult to monetize media content, and limits direct B2C revenue via sales or event tickets.

 

The United Kingdom is the largest network of eSports comprises multinational IP owners, platforms, event companies, tournament holders, teams, etc. Besides, the video game industry is majorly self-regulatory.

 

In France, the market benefits from the government offering special tax breaks to video games. Also, the France video game industry has more than 1130 registered establishments including distributors, developers, publishers, service providers, and technology companies.

 

In Ukraine, Poland, Romania, and Serbia Counter-Strike was the most popular esports discipline by language watch time. Overall esports reach is highest in Poland, followed by Spain and Italy.

Europe Esports Market2

Europe Esports Market Competitive Landscape

  • In June 2023, Sony Corporation ("Sony") has signed a multiple-year global partnership agreement with Fnatic Ltd ("Fnatic"), which operates a professional esports team headquartered in London, UK, including product co-creation of Sony's gaming gear brand, INZONE.
  • In December 2023, The ownership group of North American esports organisation Version1 has announced a strategic partnership with European esports organisation G2 Esports. The partnership between Version1 and G2 Esports comes after the former’s COO Brett Diamond revealed it was seeking a merger in April 2023. In addition to Version1’s ownership becoming shareholders in G2 Esports, the European esports organisation will receive the operating rights for the Minnesota Røkkr Call of Duty League franchise.
  • In 2022, Modern Times Group (MTG) completed the acquisition of leading esports tournament organizers DreamHack and ESL (Electronic Sports League). This acquisition created one of the largest esports companies globally, with a significant presence in Europe.

 

                Europe Esports Market Scope

Market Size in 2023

USD 1.72 Bn.

Market Size in 2030

USD 3096 Bn.

CAGR (2024-2030)

12.65%

Historic Data

2018-2022

Base Year

2023

Forecast Period

2024-2030

Segment Scope

 

By Game genre

  • FPS
  • MOBA
  • RTS
  • Sport simulation 

By Revenue Model

  • Sponsorship
  • Media Rights
  • Advertising
  • Publisher Fees
  • Merchandise & Tickets

By Streaming type

  • On-demand
  • Live

By Device Type

  • Smartphone
  • Smart TV
  • Desktop -laptop-tablets
  • Gaming console

Country Scope

  • Germany
  • United Kingdom
  • Spain
  • France
  • Italy
  • Belgium
  • Sweden
  • Poland
  • Russia

 

Europe Esports Market Key Players

  1. Fnatic
  2. G2 Esports
  3. Team Vitality
  4. OG
  5. Natus Vincere (Na'Vi)
  6. Team Liquid
  7. FaZe Clan
  8. Astralis
  9. Mousesports
  10. Fnatic Rising


Frequently Asked Questions

Local leagues and the franchising approach is expected to be the major driver for the market.

1. Europe Esports Market Introduction
1.1. Study Assumption and Market Definition
1.2. Scope of the Study
1.3. Executive Summary
1.4. Emerging Technologies
1.5. Market Projections
1.6. Strategic Recommendations
2. Europe Esports Market Trends
2.1. Market Consolidation
2.2. Adoption of Advanced Technologies
2.3. Pricing and Reimbursement Trends
3. Europe Esports Market: Dynamics
3.1.1. Market Drivers
3.1.2. Market Restraints
3.1.3. Market Opportunities
3.1.4. Market Challenges

3.2. PORTER’s Five Forces Analysis
3.3. PESTLE Analysis
3.4. Regulatory Landscape
3.5. Analysis of Government Schemes and Initiatives for the European Esports Industry
4. Europe Esports Market Size and Forecast by Segments (by Value USD)
4.1. Europe Esports Market Size and Forecast, by Game Genre (2024-2030)
4.1.1. FPS
4.1.2. MOBA
4.1.3. RTS
4.1.4. Sport simulation

4.2. Europe Esports Market Size and Forecast, by Revenue Model (2024-2030)
4.2.1. Sponsorship
4.2.2. Media Rights
4.2.3. Advertising
4.2.4. Publisher Fees
4.2.5. Merchandise & Tickets

4.3. Europe Esports Market Size and Forecast, by Streaming type (2024-2030)
4.3.1. On-demand
4.3.2. Live

4.4. Europe Esports Market Size and Forecast, by Device Type (2024-2030)
4.4.1. Smartphone
4.4.2. Smart TV
4.4.3. Desktop -laptop-tablets
4.4.4. Gaming console

4.5. Europe Esports Market Size and Forecast, by Country (2023-2030)
4.5.1. Germany
4.5.2. United Kingdom
4.5.3. Spain
4.5.4. France
4.5.5. Italy
4.5.6. Belgium
4.5.7. Sweden
4.5.8. Poland
4.5.9. Russia

5. Europe Esports Market: Competitive Landscape
5.1. STELLAR Competition Matrix
5.2. Competitive Landscape
5.3. Key Players Benchmarking
5.3.1. Company Name
5.3.2. Service Segment
5.3.3. End-user Segment
5.3.4. Revenue (2023)
5.3.5. Company Locations

5.4. Leading Europe Esports Market Companies, by market capitalization
5.5. Market Structure
5.5.1. Market Leaders
5.5.2. Market Followers
5.5.3. Emerging Players

5.6. Mergers and Acquisitions Details
6. Company Profile: Key Players
6.1. Fnatic
6.1.1. Company Overview
6.1.2. Business Portfolio
6.1.3. Financial Overview
6.1.4. SWOT Analysis
6.1.5. Strategic Analysis
6.1.6. Scale of Operation (small, medium, and large)
6.1.7. Details on Partnership
6.1.8. Regulatory Accreditations and Certifications Received by Them
6.1.9. Awards Received by the Firm
6.1.10. Recent Developments

6.2. G2 Esports
6.3. Team Vitality
6.4. OG
6.5. Natus Vincere (Na'Vi)
6.6. Team Liquid
6.7. FaZe Clan
6.8. Astralis
6.9. Mousesports
6.10. Fnatic Rising
7. Key Findings
8. Industry Recommendations
9. Terms and Glossary

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