Home » Technology & Media » Esports Market Size, Share, Analysis Report
The eSports stands for electronic sports, which can be in the procedure of video games. These can be played on a PC, mobile,console, or tablets. It can be played for leisure or can be competed against other players at a professional level. eSports are increasing in popularity as we move towards a digitalized world and advanced gaming technologies are getting cheaper day-by-day.Growing popularity of video games, growing awareness of eSports among children, large scale investments and adoption of advanced gaming technologies with growing number of gamers are the driving factors for global eSports market. Threats from gambling or betting, piracy of video games and lack of standardization are the factors restraining the growth of global eSports market.Growing number of events with large prize pools, increasing investments in more micro transactions in video games and franchise style leagues are the opportunities for the development of global eSports market. Limited tournament infrastructure and a smaller number of organizations are the challenges for global eSports market.Major revenue streams for esports contain tickets and merchandise; media rights; sponsorships; direct advertisements; and publisher fees.
Global Esports Market is projected to grow up to USD 5.85 billion by 2027 growing at a CAGR of 25.86%during the forecasting period 2022-2027.
Report Scope
The global market report scope consists of a comprehensive study covering primary factors impacting the industry trends. The study includes analysis of regional and country-level market dynamics. The scope also consists of competitive overview offering company market shares coupled with company profiles for key revenue contributing companies. The report scope covers a detailed competitive outlook covering market shares and profiles of key participants in the market share.
Major Market Players
The key players of the market are Modern Times Group, Activision Blizzard, FACEIT, Nintendo, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation, Tencent and Electronic Arts.
The Global EsportsMarket report has been categorized as below
By Revenue Streams
By Region
The years considered for the study are as follows:
Key Questions Addressed by the Report
Why Buy this Report:
Below are our New Reports :-
1. Global EsportsMarket Introduction
1.1. Key Insights
1.2. Report Overview
1.3. Markets Covered
1.4. Stakeholders
2. Research Methodology
2.1. Research Scope
2.2. Market Research Process
2.3. Research Data Analysis
2.4. Market Size Estimation
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Market Drivers and Restraints
5. By Revenue Streams
5.1. Key Points
5.2. Media Rights
5.2.1. Subscriptions
5.2.2. Online Advertisements
5.3. Tickets and Merchandise
5.4. Sponsorships and Direct Advertisements
5.5. Publisher Fees
6. By Region
6.1. Key Points
6.2. North America
6.3. Europe
6.4. Asia Pacific
6.5. Rest of the World
7. Company Profile
(Profile contain company overview, products/services, financials & recent developments)
7.1. Modern Times Group
7.2. Activision Blizzard
7.3. FACEIT
7.4. Nintendo
7.5. Gfinity
7.6. Turner Broadcasting System
7.7. CJ Corporation
7.8. Valve Corporation
7.9. Tencent
7.10. Electronic Arts
The Global EsportsMarket report has been categorized as below
By Revenue Streams
By Region
SUBSCRIBE TO OUR NEWSLETTERS