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The report provides data and qualitative insight relating to the rapidly growing esports segment, specifically assessing this industry from the perspective of broadcast, Pro AV and IT. In addition to the opportunity assessment, the report also includes key esports metrics and a focus on the flourishing education and esports connection.
Futuresource conducted approximately 50 interviews (telephone and face to face) during Q1 of 2023, across the supply chain, in order to build a solid understanding of the current and future trends, market sizing and opportunities presented by the esports segment.
Interviews were undertaken with games publishers, event organisers, venues, broadcasters, production companies, integrators, consultants, architects and hardware/software vendors, in order to ensure a complete view and understanding of the sector.
Data and findings have also been drawn from Futuresource’s existing related industry insight and consumer research services.
The research and analysis for this report was undertaken by Futuresource analysts from a range of backgrounds and expertise including, digital media, video gaming, broadcast technology, Pro AV and education.
Esports industry revenue grew by 5% when comparing 2020 to 2019, in line with tournament numbers which surged during the COVID-19 pandemic, where the market saw a rise in viewership and engagement during lockdown periods. Interest in esports has continued to grow, with the industry experiencing a rise in revenue in 2021 vs 2020, and a 14% rise in revenue in 2022 vs 2021. Industry revenue is forecast to grow between 2023 and 2027.
Esports competitors prefer high-specification monitors, meaning the utilisation of professional display technology is limited to virtual production and large-format screens for viewers to watch the tournament from a distance. Professional LED video walls dominate the virtual production space now to create a highly dynamic set.
Demand for pro audio equipment has a heavy reliance on PA systems utilised for in-person events with an audience. The move towards virtual production and online events provided some stability in revenues for mixing desks, headsets and microphones.
І Industry Overview
| Esports Executive Summary
| Entertainment Summary
| Revenue Stream Assessment
| The esports Fanbase and Content Consumption
| Tournament Metrics, Hardware Requirements and Key Stakeholder Profiling
| Venus For Live esports Events
| Esports: Pro AV Opportunities
| Pro Audio Equipment in esports
| Pro Displays in esports
| Pro Video Equipment in esports
| Media Servers in esports
| Signal Distribution in esports
| Moving Head Pro Lighting in esports
| Education technology in esports
| Esports: Higher Education
| Esports: K-12
| Appendix
| Pro AV opportunities for esports
| Education technology in esports
| Esports industry overview
Futuresource has been tracking, researching and consulting on broadcast equipment and related markets for more than 30 years. This publication is one in a series of research reports, produced to provide businesses with a fully rounded view of the market.
Any business with interests in broadcast and video production will benefit from this report, particularly:
| Manufacturers and their suppliers
| Image capture intermediaries
| Broadcast supply chain
| Market strategists, marketing and sales professionals
| Technology investors
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