Esports Market Size, Share, Analysis Report

Esports Market Size By Revenue Streams(Media Rights (Subscriptions, Online Advertisements)), By Region (North America, Europe, Asia Pacific, Rest of the World) Market Analysis Report, Global Forecast

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.

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MARKET SNAPSHOT

Major Players

Study period:

2022-2027

Base Year:

2021

CAGR:

25

Fastest Growing Market:

APAC

Largest Market:

North America

REPORT DESCRIPTION

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

  • Media Rights
  • Subscriptions
  • Online Advertisements
  • Tickets and Merchandise
  • Sponsorships and Direct Advertisements
  • Publisher Fees

By Region

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

The years considered for the study are as follows:

  • Base year – 2021
  • Estimated year – 2022
  • Projected year – 2023
  • Forecast period – 2022 to 2027

Key Questions Addressed by the Report

  • New products/service competitors are exploring?
  • Key players in the Esportsmarket and how extreme is the competition?
  • What are the futuremarket trends that manufacturers are emphasizing on in the future updates?
  • For each segment, what are the crucial opportunities in the market?
  • What are the key growth strategies embraced by key market players in the market?
  • What are the key success strategies adopted by major competitors in the market?

Why Buy this Report:

  • Obtain comprehensive insights on the Esports& market trends
  • Note comprehensive analysis of the market status
  • Identifies the market opportunities and growth segments
  • Assessing business segments & product portfolios, and explain competitive dynamics
  • Provide strategy planning and industry dynamics to strengthen decision making

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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

  • Media Rights
  • Subscriptions
  • Online Advertisements
  • Tickets and Merchandise
  • Sponsorships and Direct Advertisements
  • Publisher Fees

By Region

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

Got a question? We've got answers. If you have some other questions, see our support center.

The market is expected to grow at a CAGR of 15.58% during the study period (2022-2027)
Global Esports Market is projected to grow up to USD 5.85 billion by 2027
The segment included in the Esports Market is Revenue Streams and region.
Some key players operating in the Esports Market include Modern Times Group, Activision Blizzard, FACEIT, Nintendo, Gfinity, Turner Broadcasting System
We can offer several formats of the market research reports including, • PDF • PPT • Spreadsheet/ Workbook

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