Australia Esports Market Research Report, 2028

Australia Esports Market Research Report, 2028

Actual Market Research 30-01-2023 57 Pages Figures : 5 Tables : 12 Region : Asia-Pacific Country : Australia Category : IT & Telecommunications Internet, E-Commerce & Software

The eSports industry has grown significantly over the past year, with several teams and star players competing in the most popular game tournaments. eSports are associated with different video game genres, with the most popular being first-person shooters, real-time strategy (RTS), fighting, multiplayer online battle arena (MOBA), and others. Esports titles are held in Oceania. From my observations and reports, eSports is developing quite well in Australia. During the COVID lockdown, the esports industry experienced an influx of gamers making professional gaming their source of income. Fortunately, active gaming isn’t the only form of income for individuals seeking to earn in the eSports industry. Australia is often treated as a minor country even though it’s its own continent when it comes to matters of the global scale. However, Australia is a highly developed country with a high-income economy. It’s ranked the world’s largest thirteenth economy, and as you’ll expect, there’s functioning internet and exposure to pop culture in the country. The rise of eSports in Australia isn’t as different from other regions, with the country’s citizens having unlimited access to the internet. As eSports increased in popularity in the United States and bordering regions, it also infiltrated the large country of Australia. However, the eSports industry in Australia is not as recognized as in other established countries. Esports are recognised as a school sport in Australia. Some US colleges have started to offer "eSports scholarships" to attract elite student players. More prosaically, over 160 high schools in Australia and New Zealand compete in the "META High School eSports League," run by the Adelaide Crows AFL club. According to the research report "Australia eSports Market Research Report, 2028," published by Actual Market Research, the Market is expected to add USD 44.06 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 smartphone 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 right 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. The arena recorded around 18,000 sold-out seats, with fans of eSports from as far away as Brazil coming to watch their favourite Australian and international teams compete. However, even with the milestones being achieved in Australia, gamers are moving to countries where their talents would be better appreciated and funded. This is the current state of the eSports industry in Australia: thriving but underfunded and globally low in recognition. The challenges facing the eSports industry in Australia, where there are over 17 million gamers among the almost 30 million residents of the country. The industry has produced some of the biggest eSports stars from League of Legends, Dota 2, Counter-Strike: Global Offensive, and a host of others. Some of the professional players well-known in Australia include Anathan "ana" Pham, a two-time champion in Dota 2 with over $6 million in eSports tournament winnings. There’s Justin "Jks" Savage, a veteran in Counter-Strike and the first-ever and only Australian to win an S-Tier tournament in eSports. He’s also the only Australian to rank in the HLTV top 20 players of the year. The first Australian to win the domestic League of Legends tournament outside of Oceania, Australia. There’s also Amer "Pred" Zulbeari, a pro in the Call of Duty League; Ethan "Crunchy" Laker, a Valorous veteran; and Sean "Probe" Kempen, a pro in StarCraft II. Esports gambling in Australia has been made easy with a myriad of sites that let you bet on your favorite’s teams and fantasy video games. Genuine sites will look out for their punters by providing odds, tips, and guides to esports betting in Australia. ESports is a rapidly expanding market within the gaming industry, fueled primarily by increased digitalization, increased smartphone use, and increased gaming awareness. Faster and better technology is creating new opportunities, and the COVID-19 pandemic is fueling eSports demand. 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 growing number of live-stream viewers and increased profitability, both tournament prize money and the amount of money invested in various teams are expected to rise. One of the major factors driving market growth is the growing popularity of online video games around the world. The rise of electronic sports as a professional career is accelerating market growth due to exciting international prize pools, streaming revenue, and individual sponsorships, as well as the increasing popularity of gaming tournaments. Additionally, companies are focusing on improving their product offerings for athletes and providing a better streaming experience for viewers. 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 behavior disorders. 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. Further, the introduction of electronic sports college scholarships is also another concern, as youngsters can now justify their overuse of games as being the next electronic sports stars, even when in reality the chances of being the one are extremely low. Considered in this report • Geography: Australia • Historic year: 2017 • Base year: 2022 • Estimated year: 2023 • Forecast year: 2028 Aspects covered in this report • Australia 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 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.

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