Esports Market Size, Type Analysis, Application Analysis, End-Use, Industry Analysis, Regional Outlook, Competitive Strategies And Forecasts, 2023-2032

  • Report ID: ME_00125185
  • Format: Electronic (PDF)
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  • Number of Pages: 250
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Market Snapshot

CAGR:9.4
2023
2032

Source: Market Expertz

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Study Period 2019-2032
Base Year 2023
Forcast Year 2023-2032
CAGR 9.4
Information & Technology-companies
Information & Technology-Snapshot

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Report Overview


Certainly, here are the analyses for the remaining markets:

The eSports Market is projected to witness significant growth, with a projected Compound Annual Growth Rate (CAGR) of 12.36% between 2022 and 2032. The market is expected to expand by USD 3,985.78 million. The growth is driven by the increasing popularity of competitive gaming, advancements in gaming technology, and the expanding ecosystem of eSports leagues, tournaments, and streaming platforms.

eSports Market Overview:

Drivers:

The eSports market is experiencing robust growth due to factors such as increasing internet penetration, growing youth demographic, and the rise of professional eSports teams and leagues. The accessibility of high-quality gaming equipment and the emergence of online streaming platforms have contributed to the democratization of competitive gaming, making it a global phenomenon.

Furthermore, the integration of eSports in mainstream media and sponsorship deals with major brands have propelled eSports into the spotlight, attracting both players and viewers alike. The thriving eSports ecosystem presents opportunities for players, content creators, and investors to be part of this rapidly growing industry.

Trends:

A prominent trend in the eSports Market is the convergence of gaming and entertainment. eSports events are no longer confined to gaming arenas; they are being broadcasted on television, online platforms, and even stadiums. This integration with traditional entertainment formats expands the reach of eSports and engages broader audiences.

Moreover, the development of mobile eSports is gaining traction. As smartphones become more powerful, mobile games are becoming competitive platforms for eSports. Mobile eSports tournaments, often referred to as "mobile gaming championships," attract players and viewers globally.

Restraints:

One of the challenges faced by the eSports Market is the lack of standardized regulations and governance. Ensuring fair play, preventing cheating, and maintaining integrity are vital for the credibility of eSports. Establishing uniform rules and guidelines across various eSports titles and tournaments is an ongoing effort.

Additionally, the rapid growth of the eSports industry has led to concerns about player health and well-being. Intense practice schedules and high-stakes competitions can contribute to burnout and mental health issues among professional players. Striking a balance between competition and player welfare is crucial for the sustainable growth of eSports.

eSports Market Segmentation By Game Genre:

The MOBA (Multiplayer Online Battle Arena) genre is expected to be a major contributor to the eSports Market. Games like League of Legends and Dota 2 have massive player bases and dedicated fan communities, driving viewership and engagement in eSports tournaments.

eSports Market Segmentation By Revenue Stream:

Media rights and advertising are projected to be significant revenue streams in the eSports Market. Broadcasting rights deals with media companies and sponsorship agreements with brands contribute to the monetization of eSports events and content.

Regional Overview:


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North America is poised to be a key player in the global eSports Market's growth. The region has a mature gaming industry, strong eSports infrastructure, and a growing audience of players and viewers. North American eSports organizations, leagues, and players are among the most recognized globally.

Furthermore, the Asia-Pacific (APAC) region is a powerhouse in the eSports industry, with countries like South Korea, China, and Japan leading in eSports development. These countries have a rich gaming culture, established eSports leagues, and a large fan base.

eSports Market Customer Landscape:

The eSports Market caters to a diverse customer landscape, including players, fans, event organizers, sponsors, and gaming content creators. Understanding the preferences and expectations of each customer segment is essential to deliver compelling eSports experiences.

Major eSports Market Companies:

Key players in the eSports Market are investing in event organization, content creation, and brand partnerships to drive the growth of competitive gaming.

  • Activision Blizzard Inc.
  • Tencent Holdings Limited
  • Electronic Arts Inc.
  • Nintendo Co. Ltd.
  • Valve Corporation
  • Modern Times Group MTG AB (ESL Gaming)
  • FaZe Clan
  • G2 Esports
  • Cloud9
  • Team SoloMid (TSM)

These organizations are actively contributing to the development of eSports leagues, tournaments, and player communities.

Segment Overview:

The eSports market report provides revenue forecasts and analyses for various segments, including:

  • MOBA Games
  • FPS (First-Person Shooter) Games
  • RTS (Real-Time Strategy) Games
  • Sports Simulation Games
  • Others

Geography Outlook:

  • North America
    • The United States
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Rest of Europe
  • APAC
    • China
    • South Korea
    • Japan
  • South America
    • Brazil
    • Argentina
  • Middle East & Africa
    • United Arab Emirates
    • South Africa
    • Rest of Middle East & Africa

TABLE OF CONTENTS: GLOBAL ESports MARKET

Chapter 1. MARKET SYNOPSIS

1.1. Market Definition   

1.2. Research Scope & Premise

1.3. Methodology

1.4. Market Estimation Technique

Chapter 2. EXECUTIVE SUMMARY

2.1. Summary Snapshot, 2016 – 2027

Chapter 3. INDICATIVE METRICS

3.1. Macro Indicators

Chapter 4. ESports MARKET SEGMENTATION & IMPACT ANALYSIS

4.1. ESports Segmentation Analysis

4.2. Industrial Outlook

4.3. Price Trend Analysis

4.4. Regulatory Framework

4.5. Porter’s Five Forces Analysis

    4.5.1. Power Of Suppliers

    4.5.2. Power Of Buyers

    4.5.3. Threat Of Substitutes

    4.5.4. Threat Of New Entrants

    4.5.5. Competitive Rivalry

Chapter 5. ESports MARKET BY Revenue model landscape

SIGHTS & TRENDS                                                               

5.1. Segment 1 Dynamics & Market Share, 2019 & 2027

5.2 Media Rights

    5.2.1. Market Estimates And Forecast, 2016 – 2027 (USD Million)

    5.2.2. Market Estimates And Forecast, By Region, 2016 – 2027 (USD Million)

5.3 Advertising and Sponsorship

    5.3.1. Market Estimates And Forecast, 2016 – 2027 (USD Million)

    5.3.2. Market Estimates And Forecast, By Region, 2016 – 2027 (USD Million)

5.4 Merchandise and Tickets

    5.4.1. Market Estimates And Forecast, 2016 – 2027 (USD Million)

    5.4.2. Market Estimates And Forecast, By Region, 2016 – 2027 (USD Million)

Chapter 6. ESports MARKET BY Streaming platform INSIGHTS & TRENDS

6.1. Segment 2 Dynamics & Market Share, 2019 & 2027

6.2 Twitch

    6.2.1. Market Estimates And Forecast, 2016 – 2027 (USD Million)

    6.2.2. Market Estimates And Forecast, By Region, 2016 – 2027 (USD Million)

6.3 YouTube

    6.3.1. Market Estimates And Forecast, 2016 – 2027 (USD Million)

    6.3.2. Market Estimates And Forecast, By Region, 2016 – 2027 (USD Million)

Chapter 7. ESports MARKET REGIONAL OUTLOOK

7.1. ESports Market Share By Region, 2019 & 2027

7.2. NORTH AMERICA

    7.2.1. North America ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

    7.2.2. North America ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

    7.2.3. North America ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.2.4. North America ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.2.5. U.S.

    7.2.5.1. U.S. ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

    7.2.5.2. U.S. ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

    7.2.5.3. U.S. ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.2.5.4. U.S. ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.2.6. CANADA

    7.2.6.1. Canada ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

    7.2.6.2. Canada ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

    7.2.6.3. Canada ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.2.6.4. Canada ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.3. EUROPE

    7.3.1. Europe ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

    7.3.2. Europe ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

    7.3.3. Europe ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.3.4. Europe ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.3.5. GERMANY

    7.3.5.1. Germany ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

    7.3.5.2. Germany ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

    7.3.5.3. Germany ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.3.5.4. Germany ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.3.6. FRANCE

    7.3.6.1. France ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

    7.3.6.2. France ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

    7.3.6.3. France ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.3.6.4. France ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.3.7. U.K.

    7.3.7.1. U.K. ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

    7.3.7.2. U.K. ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

    7.3.7.3. U.K. ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.3.7.4. U.K. ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.4. ASIA-PACIFIC

    7.4.1. Asia Pacific ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

    7.4.2. Asia Pacific ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

    7.4.3. Asia Pacific ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.4.4. Asia Pacific ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

 7.4.5. CHINA

     7.4.5.1. China ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

     7.4.5.2. China ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

     7.4.5.3. China ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

     7.4.5.4. China ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.4.6. INDIA

     7.4.6.1. India ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

     7.4.6.2. India ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

     7.4.6.3. India ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

     7.4.6.4. India ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.4.7. JAPAN

     7.4.7.1. Japan ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

     7.4.7.2. Japan ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

    7.4.7.3. Japan ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.4.7.4. Japan ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.4.8. AUSTRALIA

    7.4.8.1. Australia ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

    7.4.8.2. Australia ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

     7.4.8.3. Australia ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.4.8.4. Australia ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.5. MIDDLE EAST AND AFRICA (MEA)

    7.5.1. Mea ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

    7.5.2. Mea ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

    7.5.3. Mea ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.5.4. Mea ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

7.6. LATIN AMERICA

     7.6.1. Latin America ESports Market Estimates And Forecast, 2016 – 2027, (USD Million)

    7.6.2. Latin America ESports Market Estimates And Forecast By Segment 1, 2016 –2027, (USD Million)

    7.6.3. Latin America ESports Market Estimates And Forecast By Segment 2, 2016 –2027, (USD Million)

    7.6.4. Latin America ESports Market Estimates And Forecast By Production Process, 2016 –2027, (USD Million)

    7.6.5. Latin America ESports Market Estimates And Forecast By Segment 3, 2016 –2027, (USD Million)

Chapter 8. COMPETITIVE LANDSCAPE

8.1. Market Share By Manufacturers

8.2. Strategic Benchmarking

    8.2.1. New Product Launches

    8.2.2. Investment & Expansion

    8.2.3. Acquisitions

    8.2.4. Partnerships, Agreement, Mergers, Joint-Ventures

8.3. Vendor Landscape

     8.3.1. North American Suppliers

     8.3.2. European Suppliers

     8.3.3. Asia-Pacific Suppliers

     8.3.4. Rest Of The World Suppliers

Chapter 9. COMPANY PROFILES

9.1 Modern Times Group

    9.1.1. Company Overview

    9.1.2. Financial Performance

    9.1.3. Product Insights

    9.1.4. Strategic Initiatives

9.2 Activision Blizzard

    9.2.1. Company Overview

    9.2.2. Financial Performance

    9.2.3. Product Insights

    9.2.4. Strategic Initiatives

9.3 Riot Games, Inc. ( Tencent Holdings Ltd)

    9.3.1. Company Overview

    9.3.2. Financial Performance

    9.3.3. Product Insights

    9.3.4. Strategic Initiatives

9.4 Epic Games, Inc

    9.4.1. Company Overview

    9.4.2. Financial Performance

    9.4.3. Product Insights

    9.4.4. Strategic Initiatives

9.5 Gfinity, PLC

    9.5.1. Company Overview

    9.5.2. Financial Performance

    9.5.3. Product Insights

    9.5.4. Strategic Initiatives

9.6 Company 6

    9.6.1. Company Overview

    9.6.2. Financial Performance

    9.6.3. Product Insights

    9.6.4. Strategic Initiatives

9.7 Company 7

   9.7.1. Company Overview

    9.7.2. Financial Performance

    9.7.3. Product Insights

    9.7.4. Strategic Initiatives

9.8 Company 8

    9.8.1. Company Overview

    9.8.2. Financial Performance

    9.8.3. Product Insights

    9.8.4. Strategic Initiatives

9.9 Company 9

    9.9.1. Company Overview

    9.9.2. Financial Performance

    9.9.3. Product Insights

    9.9.4. Strategic Initiatives

9.10 Company 10

    9.10.1. Company Overview

    9.10.2. Financial Performance

    9.10.3. Product Insights

    9.10.4. Strategic Initiatives

RESEARCH METHODOLOGY

A research methodology is a systematic approach for assessing or conducting a market study. Researchers tend to draw on a variety of both qualitative and quantitative study methods, inclusive of investigations, survey, secondary data and market observation.

Such plans can focus on classifying the products offered by leading market players or simply use statistical models to interpret observations or test hypotheses. While some methods aim for a detailed description of the factors behind an observation, others present the context of the current market scenario.

Now let’s take a closer look at the research methods here.

Secondary Research Model

Extensive data is obtained and cumulated on a substantial basis during the inception phase of the research process. The data accumulated is consistently filtered through validation from the in-house database, paid sources as well reputable industry magazines. A robust research study requires an understanding of the overall value chain. Annual reports and financials of industry players are studied thoroughly to have a comprehensive idea of the market taxonomy.

Primary Insights

Post conglomeration of the data obtained through secondary research; a validation process is initiated to verify the numbers or figures. This process is usually performed by having a detailed discussion with the industry experts.

However, we do not restrict our primary interviews only to the industry leaders. Our team covers the entire value chain while verifying the data. A significant number of raw material suppliers, local manufacturers, distributors, and stakeholders are interviewed to make our findings authentic. The current trends which include the drivers, restraints, and opportunities are also derived through the primary research process.

Market Estimation

The market estimation is conducted by analyzing the data collected through both secondary and primary research. This process involves market breakdown, bottom-up and top- down approach.

Moreover, while forecasting the market a comprehensive statistical time series model is designed for each market. Macroeconomic indicators are considered to understand the current trends of the market. Each data point is verified by the process of data triangulation method to arrive at the final market estimates.

Final Presentation

The penultimate process results in a holistic research report. The study equips key industry players to undertake significant strategic decisions through the findings. The report encompasses detailed market information. Graphical representations of the current market trends are also made available in order to make the study highly comprehensible for the reader.

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