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eSports, Let’s Play & Watch Play
OverviewJuniper’s eSports, Let’s Play & Watch Play research provides the most comprehensive and progressive analysis of this expanding market available today. This research provides the reader with new insights into the e-Sports & Games Streaming market, focusing on:
  • The eSports market - the competitive playing of video games, often for real money.
  • The ‘Let’s Play’ sector - commentary and tutorials on streams of casual video gameplay.
  • The ‘Watch Play’ sector - where broadcasters stream video game play as it happens.
This research includes:
  • Market Trends & Opportunities (PDF)
  • 5 Year Market Sizing & Forecast spreadsheet (Excel)  

Key Features

  • Sector Dynamics: Understand how the market is changing, in terms of user engagement and monetisation, with our analysis of key market forces and developments, supported by case studies & industry data.
  • Trend Appraisal: Major trends identified and defined with Juniper’s ‘take’ and assessment of the implications for the industry. Analysis of leading tournaments and games, with data on current and historic prize pools, outlining the opportunity for sponsorship and monetisation through value added content.
  • Value Chain & Business Models: Analysis of the monetisation methods and processes used across the industry, providing clear insight into the strategies utilised.
  • Benchmark industry forecasts for eSports and Games Streaming, providing quantification of advertising spend and user generated revenues through channels such as subscription and donations.

Key Questions

  1. What is eSports & games streaming, and how can the market be monetised?
  2. What are the opportunities for both streamers and platform owners?
  3. What must the eSports industry do to continue its growth and be recognised as a legitimate sport by potential sponsors?
  4. What are the key challenges faced by the industry, and how can these be addressed?
  5. What is the size and growth of the various sub sectors, in terms of revenue and advertising spend?

Companies Referenced

888 Sport, Activision Blizzard, AGM, Amazon, BBC, Betradar, Betway, Btobet, CLG (Counter Logic Gaming), DingIt, Disney, Dreamhack, EA, ESIC (Esports Integrity Coalition), ESL (Electronic Sports League), ESPN, Gambling Commission, GameBattles, GDC (Games Developer Conference), Ginx, Google, Intel, Korean eSports Association, Matcherino, Microsoft, MLG (Major League Gaming), Mr Green, Nintendo, NVIDIA, Oculus, OGN (Ongamenet), PayPal, Razer, Sky, Sony, Super Evil Megacorp, Supercell, Twitch, Unikrn, Valve, Virtuix, William Hill, YouTube.

Data & Interactive Forecast

Juniper’s eSports, Let’s Play & Watch Play forecast suite includes
Country level data splits for:
  • Canada
  • China
  • Germany
  • Japan
  • South Korea
  • UK
  • US
  • Plus 8 key global regions
Total viewer numbers for eSports & Games Streaming, split by device used:
  • Smartphones
  • Tablets
  • Games consoles
  • Desktop PCs & laptops
  • Microconsoles
As well as unique viewership numbers.
Platform break out to provide data for Twitch, YouTube, and other sites:
  • Viewership of streamed games content
  • Viewership of eSports content
  • Advertising spend and subscription spend for each sector.
  • Total donations and content purchases made on Twitch
  • Battle passes and other subscriptions made for eSports content.
  • Access to the full set of forecast data of 177 tables and over 18,900 data points.
Juniper Research’s highly granular IFxls (interactive forecast excels) enable clients to manipulate Juniper’s forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.

Research Options

All research reports now come with an enterprise-wide licence

eSports, Let’s Play & Watch Play: Competitive Tournaments & Content Streaming 2017-2021

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Juniper’s eSports, Let’s Play & Watch Play research provides a set of comprehensive 5-year forecasts, alongside an in-depth analysis of market trends and opportunities, enabling industry stakeholders to understand the implications of the key drivers and disruptive factors across the sector.
The research suite includes:
  1. Key market trends and forecasts, allied to a series of recommendations for players across the value chain.
  2. Strategic analysis of the eSports & Games Streaming industry, as well as quantification and historic data relating to the leading eSports tournaments.
  3. Regional prospects analysis together with five year forecasts for eSports & Games Streaming services. The study includes exclusive forecast breakdowns for:
    1. Total viewers of eSports and Games Streaming
    2. Total annual spend on both eSports and Games Streaming advertising services
    3. Total subscription and user spend on additional content, in terms of both Games Streaming and eSports
  4. Interactive Forecast Excel – highly granular dataset comprising of more than 18,900 datapoints, allied to regional and sector analysis tools (Interactive XL).
Download a summary of the forecasts above, or request a detailed list of every table and chart via

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Analyst support is provided for the following areas:
  • Research related queries
  • Clarifying methodologies, forecast assumptions and forecast outputs
  • Identification of key market trends and opportunities

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Research Details

Lauren Foye
Content & Commerce
8 Key Regions - includes North America, Latin America, West Europe, Central & East Europe, Far East & China, Indian Subcontinent, Rest of Asia Pacific and Africa & Middle East
Canada, China, Germany, Japan, South Korea, UK, USA

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