Connect with esports gamers, teams & streamers
Market opportunity
- TAM - $39.8 Trillion - combined from both of our main "unified" markets i.e. Esports and e-Commerce and our unique operating model B2B - B2C - C2C, Esports: $1B / e-Commerce: $39.7 Trillion.
- SAM - 3.5 Billion Active Gamers globally, 7.9 Million Online Retailers and also as there were 1.66 Billion Global Digital Buyers in 2017 that means 21.8% of the World's population buys online. Nowadays, the number has risen to over 2.14 Billion and by the year 2040, it's estimated that 95% of all purchases will be through E-Commerce.
- Future SOM - at least 5% i.e. 200 Million potential customers/users of the above 2 core Global audiences.
Why act now
- Young gamers between the ages 18 to 25, who are digital natives, watch 34% more esports than traditional sports, Global esports audience grew 8.7 percent in 2022 to 532 million and Newzoo expects the total audience will surpass 640 million in 2027.
- Just over 261 million people have consumed esports content more than once a month in 2022 and that number is expected to grow to 318 million in 2026, according to Newzoo.
- Esports market generated about $1.38 billion in global revenue in 2023, according to Newzoo, with China accounting for almost one-third of the market, being projected to grow 400% in the next seven years to $4.28 billion by 2027.