United States eSports market Size, Share, Trend & Market Analysis By Type, By Distribution Channel, By End User, Competition, Forecast & Opportunities.
The esports market in the United States is a rapidly growing industry with a high potential for continued growth. Esports is also gaining recognition as a legitimate form of sports competition, with the formation of leagues and organizations such as the National Association of Collegiate Esports (NACE) and the National Basketball Association's NBA 2K League. Major brands and companies are also investing in esports, including the sponsorship of teams and events, further adding to the growth of the industry. Plcapitalisingifornia are capitalizing on the multi-million dollar industry the most, with gamers in the golden stating an million incredible around The top 500 players took 17% of the total pot of around $126.2M.by the top 500 players. Impressively, this is more than the next two states combined, with players in Texas and Pennsylva millionia earning around million, $12.1M and around $8.5M respectively. Ranking fourth overall, elite gamers in New York have come away wit million a total of arowhile8.4M between them, While Georgia places fifth with players winning around $5.5M. The top 10 states where players earn the most from esports are California, Texas, Pennsylvania, New York, Georgia, Florida, Wisconsin, New Jersey, Indiana, and Washington. Looking at which gamers make esports players the nonenisthere's none more profCallle than call of Duty: Among the top 500 gamers in Afirsta, the First-person shooter is responsible of million over $28.4M in winnings over the last two decades. Close behind is Fortnite, played by millions around the world and bringing in an aston millionshing $26.8M in combineThe third ranked game, strategy-based Dota, is significantly less valuable than the top two ranked games, but players have earned an impressive $13.6 million from the game. Meanwhile, first-person shooter Counter-Strike is the fourtgame, final game worth millionrounprizes5M in Prizes. Placing fifth overall, elite Halo players earned a very able millionarwhile$8.1M, While PUBG gamers picked up a total of around $3.4M. The top 10 games that earn players the most money are Call of Duty, Fortnite, Dota, Counter-Strike, Halo, PUBG, Rocket League, Rainbow Six: Siege, SMITE, and League of Legends.
According to the research report "United States eSports Market Overview, 2028," published by Bonafide Research, the market is expected to add USD 298.75 million by 2028.Streaming is expected to dominate the segment share during the forecast period. The growing emphasis on fan engagement is likely to fuel demand for live sports events. Furthermore, the rise in smart phone users is expected to fuel demand for live sports tournaments. Media rights are making a significant contribution to the country's esports industry. Fans can now track live esports activity across the country thanks to easy access to communication technology. Media companies pay exorbitant fees to win the exclusive rights to broadcast live streaming of major sporting events. In recent years, the sale of broadcasting and media rights has been the most important source of revenue for most esports organizers. The revenue generated by the sale of media rights is used to fund major sporting events, renovate stadiums, and contribute to the grassroots development of esports. During the forecast period, sponsorship is expected to grow rapidly, followed by advertising. As the number of viewers grows, the sponsoring team invests in the platform to strengthen its brand image. Similarly, various gaming platforms include in-app advertisements to boost revenue generation.
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The United States officially recognised eSports as a sport in 2013. It officially recognised professional esports competitors as athletes who could apply for the country's P1A temporary worker visa. The visa was created to help those who want to come to the United States solely for the purpose of competing in an athletic competition. Riot Games played a significant role in this recognition. In a 2013 interview with Gamespot, Nick Allen, former Esports Manager at Riot, discussed the process. Because of its strong collegiate sports tradition, the United States has arguably the most robust collegiate esports infrastructure of any country. Numerous colleges and universities in the United States offer esports degrees, with many focusing on Esports Management or Business. At the time of this writing, the National Association of Collegiate Esports (NACE) had partnered with 190 schools to offer varsity-level esports programmes and scholarships. Many of them provide significant scholarships to students.
The esports commercial market in the US is the second largest in the world, behind China; however, the country leads when it comes to industry investment. Home to many popular personalities, organizations, tournaments, and developers, the United States has integrated its long industrial history in sport, entertainment, and broadcasting into the global esports industry, creating world-class spectacles and brands. This push began with the formative, grassroots competitive video gaming tournaments of the 1990s, continued with the birth of Major League Gaming (MLG) in the early 2000s, and continued with the multi-faceted commercial franchise models, infrastructure companies, agencies, and other players of today. The United States is a massive market, and while there have been pushes towards creating esports hubs around the country, there are plenty of locations that are underserved with local businesses and teams. The Activision-Blizzard-owned Overwatch League (OWL) and Call of Duty League (CDL) are geo-located esports franchises largely focused on the US, akin to the typical US franchised sports model of teams representing a city or state.
With a massive esports audience and an even bigger commercial structure underpinning that audience, a number of notable tournaments and leagues call the US home. This includes both domestic-oriented tournaments, such as the North American portions of wider international leagues, as well as playoff tournaments in international circuits. The tournaments and leagues are the 2022 NHL Gaming World Championship, the American Video Game League, the Call of Duty League, the Capcom Pro Tour, the Evolution Championship Series, the Halo Championship Series, the Fortnite World Cup, and many more. 100 Thieves, Atlanta Esports Ventures, Comcast Spectacor, FlyQuest, Golden Guardians, and many more are examples of Esports organizations.
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Manmayi Raval
Research Consultant
ESports is a fast-growing market within the world of gaming, mainly driven by increasing digitalization, the growing use of smart phones, and rising awareness of gaming. Faster and better technology is opening up new opportunities, and the COVID-19 pandemic has been fueling the demand for eSports. The market is expected to grow steadily as more teams, tournaments, and companies form, creating a broad platform for sponsorship and advertisement. Because of the rising number of live-stream viewers and greater profitability, both the prize money from tournaments and the amount of money invested in different teams are projected to increase.
Health and Addiction Concerns for eSports Impede the Market's Growth Gamers may experience metabolic disorders resulting from light-emitting diode computer monitors and psychological problems related to gambling addiction and social behaviour disorders. A recent study by Zwiebel et al. on the health effects of electronic sports players discovered that they are more likely to suffer musculoskeletal injuries in the back, neck, and upper extremities. In addition, spending excessive time in front of a computer monitor can cause metabolic disorders. Most of these issues arise from sedentary lifestyles and poor posture, which are common among these players. Furthermore, the introduction of electronic sports college scholarships is a source of concern, as young people can now justify their excessive use of games as being the next electronic sports stars, even if their chances of becoming the one are extremely slim.
Considered in this report
• Geography: United States
• Historic year: 2017
• Base year: 2022
• Estimated year: 2023
• Forecast year: 2028
Aspects covered in this report
• United States esports market with its value and forecast along with its segments
• Various drivers and challenges
• On-going trends and developments
• Top profiled companies
• Strategic recommendation
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By Revenue Streams:
• Sponsorship
• Media Rights
• Merchandise & Tickets
• Publisher Fees
• Digital
• Streaming
By Device Type:
• Mobile (Smartphone, Tablet)
• PC (Laptop, Desktop)
• Gaming Device (Console, Handheld Devices)
• Other (VR, Smart TV, etc.)
The approach of the report:
This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and list out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, and annual reports of companies, analyzing the government-generated reports and databases. After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducting trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers into regional aspects, tier aspects, age groups, and gender. Once we have primary data with us we started verifying the details obtained from secondary sources.
Intended audience
This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to the esport industry, government bodies, and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry.
Table of Contents
Table of Content
1. Executive Summary
2. Market Structure
2.1. Market Considerate
2.2. Assumptions
2.3. Limitations
2.4. Abbreviations
2.5. Sources
2.6. Definitions
2.7. Geography
3. Research Methodology
3.1. Secondary Research
3.2. Primary Data Collection
3.3. Market Formation & Validation
3.4. Report Writing, Quality Check & Delivery
4. United States (USA) Macro Economic Indicators
5. Market Dynamics
5.1. Key findings
5.2. Market Drivers
5.3. Market Restraints
5.4. Policies & Certification
5.5. Opportunities
5.6. Value Chain Analysis
5.7. Key Developments – 2021
5.8. Covid-19 Effect
5.9. Industry Experts Views
6. United States (USA) Market Trends
7. United States (USA) Esports Market Overview
7.1. Market Size By Value
7.1.1. Market Size and Forecast By Revenue Streams
7.1.2. Market Size and Forecast By Device Type
8. United States (USA) Esports Market Segmentations
8.1. United States (USA) Esports Market, By Revenue Streams
8.1.1. United States (USA) Esports Market Size, By Sponsorship, 2017-2028
8.1.2. United States (USA) Esports Market Size, By Media Rights, 2017-2028
8.1.3. United States (USA) Esports Market Size, By Merchandise & Tickets, 2017-2028
8.1.4. United States (USA) Esports Market Size, By Publisher Fees, 2017-2028
8.1.5. United States (USA) Esports Market Size, By Digital, 2017-2028
8.1.6. United States (USA) Esports Market Size, By Streaming, 2017-2028
9. United States (USA) Esports Market Segmentations
9.1. United States (USA) Esports Market, By Device Type
9.1.1. United States (USA) Esports Market Size, By Mobile, 2017-2028
9.1.2. United States (USA) Esports Market Size, By PC, 2017-2028
9.1.3. United States (USA) Esports Market Size, By Gaming Device, 2017-2028
9.1.4. United States (USA) Esports Market Size, By Others, 2017-2028
10. United States (USA) Esports Market Opportunity Assessment
10.1. By Revenue Streams, 2022E to 2028F
10.2. By Device Type, 2022E to 2028F
11. Competitive Landscape
11.1. Porter's Five Forces
11.2. Company Profile
11.2.1. Company 1
11.2.2. Company 2
11.2.3. Company 3
11.2.4. Company 4
11.2.5. Company 5
11.2.6. Company 6
11.2.7. Company 7
11.2.8. Company 8
12. Strategic Recommendations
13. Disclaimer
List of Table
Table 1: United States (USA) Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 2: United States (USA) Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 3: United States (USA) Esports Market Size of Revenue Streams (2017 to 2028) in USD Billion
Table 4: United States (USA) Esports Market Size of Media Rights (2017 to 2028) in USD Billion
Table 5: United States (USA) Esports Market Size of Merchandise & Tickets (2017 to 2028) in USD Billion
Table 6: United States (USA) Esports Market Size of Publisher Fees (2017 to 2028) in USD Billion
Table 7: United States (USA) Esports Market Size of Digital (2017 to 2028) in USD Billion
Table 8: United States (USA) Esports Market Size of Streaming (2017 to 2028) in USD Billion
Table 9: United States (USA) Esports Market Size of Mobile (2017 to 2028) in USD Billion
Table 10: United States (USA) Esports Market Size of PC (2017 to 2028) in USD Billion
Table 11: United States (USA) Esports Market Size of Gaming Device (2017 to 2028) in USD Billion
Table 12: United States (USA) Esports Market Size of Others (2017 to 2028) in USD Billion
List of Figures
Figure 1: United States (USA) Esports Market Size By Value (2017, 2022 & 2028F) (in USD Billion)
Figure 2: Market Attractiveness Index, By Revenue Streams
Figure 3: Market Attractiveness Index, By Device Type
Figure 4: Market Attractiveness Index, By Device Type
Figure 5: Porter's Five Forces of United States (USA) Esports Market
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