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1 Market Overview

1.1 Definition and presentation

E-sport (electronic sport) characterizes the internet-based practice of a video game alone or in teams via a computer or video game console (especially Playstation and Xbox). E-sports appeared in the 1980s, but the industry has now become more professional, with major tournaments organized and recognized worldwide, such as the Esports World Convention (ESWC), Major Language Gaming (MLG), or the Cyberathlete Professional League. The value creation system is based on various sources of revenue: advertising revenue, post-transmission revenue, sponsorship revenue, and so on. The e-sports market can be segmented according to these revenue sources or according to regional perspectives.

The size of the Esports market has been estimated at $1.39 billion in 2022. The market is expected to grow at a compound annual growth rate (CAGR) of 16.7% over the forecast period (2022-2030).

In Italy, e-sports fans number about 6 million, and they connect with each other using specific social networks, especially Facebook to share opinions, and Twitch to join the rest of the online community. The Italian e-sports audience is composed mainly of males (62%), with a medium to high level of education, mostly between 21 and 30 years old (44%), but with a fair incidence also between 31 and 40 years old (38%). Among the most popular games, topping the list in Italy is Fifa, which is the most played and well-known. It is followed closely by Call of Duty and Formula 1, Fortnite and Pokemon.

Focus on the Italian market, audience growth and engagement activities, investment in league tournament infrastructure, and increased live streaming of games are considered the main drivers of growth. The professionalization of the industry has created lucrative opportunities for game developers, gamers, influencers, and event organizers. For these reasons, millennials are considering e-sports as a professional career because of the rise in popularity of game tournaments.

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Latest news

Microsoft's $70 billion takeover of Activision: the trial of the century - 02/07/2023
  • Microsoft wanted to buy Activision for around $70 billion.
  • Nearly forty countries, including those of the European Union, China and Japan, approved the deal.
  • Activision's market capitalization reached $65.3 billion
  • The FTC sued Microsoft in an attempt to block the deal.
  • Microsoft previously bought ZeniMax for $7.5 billion.
  • Development costs for high-end games such as "The Last of Us Part II" and "Horizon Forbidden West" cost $220 million and $212 million respectively.
  • In some years, these high-end games accounted for up to 15% of Sony Interactive Entertainment's profits.
  • Sony has negotiated exclusivity for the much-anticipated "Final Fantasy XVI", which is not planned for Xbox.
  • Activision's mobile revenues passed the $3.5 billion mark in 2020, representing almost 50% of its total sales
  • Microsoft's share of the mobile gaming market is just 0.3%.

Companies quoted in this study

This study contains a complete overview of the companies in the market, with the latest figures and news for each company. :

Activision Blizzard
Riot Games
Ubisoft
Epic Games
Beyond the Summit
Esport Engine
Gfinity
Youtube
Twitch

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