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The global esports market size reached nearly USD 2.09 billion in 2023. The market is projected to grow at a CAGR of 16.50% between 2024 and 2032 to reach a value of around USD 8.20 billion by 2032.
Esports or electronic sports refer to sporting events or organised competitions that are typically played through video games. Both players and spectators can be located in any part of the world. The competition or match can be of different gaming genres, with options for sponsorships, advertising, tickets, and merchandising, among others.
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Based on revenue streaming, the esports market segmentation includes sponsorship, advertising, merchandise and tickets, game publisher fees, and media rights, among others. On the basis of streaming type, the market is bifurcated into live and on-demand.
By gaming genre, the market is categorised into real-time strategy games, first-person shooter games, fighting games, and multiplayer online battle arena games, among others. The major regions in the market are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.
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The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the global esports market, covering their competitive landscape and latest developments like mergers, acquisitions, investments and expansion plans.
The advertising segment, based on revenue streaming, accounts for a healthy esports market share. Through in-game advertising, a company can reach diverse audiences, which can lead to higher revenue generation. In addition, advertising during esports gaming can lead to a greater brand recall as it is a unique advertising technique, further driving the segment’s growth.
According to the esports market analysis, the sponsorship segment is likely to witness a steady growth in the forecast period, as it is an effective way to gain the trust of loyal fans who are likely to spend on sponsored brands. Moreover, the increasing digital assets of major gaming companies are offering lucrative opportunities to the sponsorship segment.
Based on gaming genre, the multiplayer online battle arena games segment accounts for a significant share in the market for esports. This can be attributed to the emergence of high-quality and superior resolution video games such as PUBG, League of Legends, and Call of Duty, among others.
Multiplayer online battle arena games are team-based and require greater coordination, multiple players, and intense competition, attracting a larger audience. As per the esports market overview the fighting games segment is also expected to attain a steady growth in the coming years owing to the growing popularity of high-end arcade games.
The esports market in North America is considerably growing due to the high internet penetration in the region. Esports is increasingly preferred as a source of entertainment among the young tech-savvy population, and various organisations in the region are attempting to promote the creation of esports clubs in educational institutions like schools, universities, and colleges.
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Meanwhile, the Asia Pacific is anticipated to emerge as a leading esports hub owing to the expand gaming communities in the region. In countries like South Korea, Japan, China, and India, the number of esports players and enthusiasts is significantly increasing, buoyed attributed to the rising popularity of mobile gaming. In addition, the growing accessibility to 5G networks in countries like Vietnam, Thailand, and the Philippines is likely to fuel the esports market expansion in the coming years.
Activision Publishing, Inc was founded in the year 1979 with headquarters in California, United States, and is a leading video game publishing company which is a subsidiary of Activision Blizzard. The company has a strong foothold in the entertainment sector and has innovated ground breaking games such as Call of Duty, Skylanders, and Crash Bandicoot, among others.
Electronic Arts Inc. is a leading video game producing company which has developed renowned games such as Dead Space, NFS Unbound, Sims 4, FIFA 23, and Madden 23, among others. The company is headquartered in California in the United States and was founded in 1982. Electronic Arts delivers high quality gaming and content for internet-connected consoles and various internet-enabled devices.
Gameloft SE is a prominent video gaming company which has developed multi-award-winning games for PC and consoles with over 70 million monthly active users across all its platforms. The company offers gaming for businesses as well as for individuals, with an aim to make gaming enjoyable and useful in forming connections. Gameloft was founded in the year 1999 and is currently headquartered in Paris, France.
Other esports market players include Tencent Holdings Ltd, Skillz Inc., Motorsport Games Inc., Gfinity PLC, HTC Corporation, FACE IT LIMITED, Riot Games, Inc., and CAPCOM Co., Ltd., among others.
REPORT FEATURES | DETAILS |
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Base Year | 2023 |
Historical Period | 2018-2023 |
Forecast Period | 2024-2032 |
Scope of the Report |
Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:
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Breakup by Revenue Streaming |
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Breakup by Streaming Type |
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Breakup by Gaming Genre |
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Breakup by Region |
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Market Dynamics |
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Competitive Landscape |
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Companies Covered |
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*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.
1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Market Snapshot
6.1 Global
6.2 Regional
7 Opportunities and Challenges in the Market
8 Global Esports Market Analysis
8.1 Key Industry Highlights
8.2 Global Esports Historical Market (2018-2023)
8.3 Global Esports Market Forecast (2024-2032)
8.4 Global Esports Market by Revenue Streaming
8.4.1 Sponsorship
8.4.1.1 Market Share
8.4.1.2 Historical Trend (2018-2023)
8.4.1.3 Forecast Trend (2024-2032)
8.4.2 Advertising
8.4.2.1 Market Share
8.4.2.2 Historical Trend (2018-2023)
8.4.2.3 Forecast Trend (2024-2032)
8.4.3 Merchandise and Tickets
8.4.3.1 Market Share
8.4.3.2 Historical Trend (2018-2023)
8.4.3.3 Forecast Trend (2024-2032)
8.4.4 Game Publisher Fees
8.4.4.1 Market Share
8.4.4.2 Historical Trend (2018-2023)
8.4.4.3 Forecast Trend (2024-2032)
8.4.5 Media Rights
8.4.5.1 Market Share
8.4.5.2 Historical Trend (2018-2023)
8.4.5.3 Forecast Trend (2024-2032)
8.4.6 Others
8.5 Global Esports Market by Streaming Type
8.5.1 Live
8.5.1.1 Market Share
8.5.1.2 Historical Trend (2018-2023)
8.5.1.3 Forecast Trend (2024-2032)
8.5.2 On-Demand
8.5.2.1 Market Share
8.5.2.2 Historical Trend (2018-2023)
8.5.2.3 Forecast Trend (2024-2032)
8.6 Global Esports Market by Gaming Genre
8.6.1 Real-Time Strategy Games
8.6.1.1 Market Share
8.6.1.2 Historical Trend (2018-2023)
8.6.1.3 Forecast Trend (2024-2032)
8.6.2 First-Person Shooter Games
8.6.2.1 Market Share
8.6.2.2 Historical Trend (2018-2023)
8.6.2.3 Forecast Trend (2024-2032)
8.6.3 Fighting Games
8.6.3.1 Market Share
8.6.3.2 Historical Trend (2018-2023)
8.6.3.3 Forecast Trend (2024-2032)
8.6.4 Multiplayer Online Battle Arena Games
8.6.4.1 Market Share
8.6.4.2 Historical Trend (2018-2023)
8.6.4.3 Forecast Trend (2024-2032)
8.6.5 Others
8.7 Global Esports Market by Region
8.7.1 North America
8.7.1.1 Market Share
8.7.1.2 Historical Trend (2018-2023)
8.7.1.3 Forecast Trend (2024-2032)
8.7.2 Europe
8.7.2.1 Market Share
8.7.2.2 Historical Trend (2018-2023)
8.7.2.3 Forecast Trend (2024-2032)
8.7.3 Asia Pacific
8.7.3.1 Market Share
8.7.3.2 Historical Trend (2018-2023)
8.7.3.3 Forecast Trend (2024-2032)
8.7.4 Latin America
8.7.4.1 Market Share
8.7.4.2 Historical Trend (2018-2023)
8.7.4.3 Forecast Trend (2024-2032)
8.7.5 Middle East and Africa
8.7.5.1 Market Share
8.7.5.2 Historical Trend (2018-2023)
8.7.5.3 Forecast Trend (2024-2032)
9 North America Esports Market Analysis
9.1 United States of America
9.1.1 Market Share
9.1.2 Historical Trend (2018-2023)
9.1.3 Forecast Trend (2024-2032)
9.2 Canada
9.2.1 Market Share
9.2.2 Historical Trend (2018-2023)
9.2.3 Forecast Trend (2024-2032)
10 Europe Esports Market Analysis
10.1 United Kingdom
10.1.1 Market Share
10.1.2 Historical Trend (2018-2023)
10.1.3 Forecast Trend (2024-2032)
10.2 Germany
10.2.1 Market Share
10.2.2 Historical Trend (2018-2023)
10.2.3 Forecast Trend (2024-2032)
10.3 France
10.3.1 Market Share
10.3.2 Historical Trend (2018-2023)
10.3.3 Forecast Trend (2024-2032)
10.4 Italy
10.4.1 Market Share
10.4.2 Historical Trend (2018-2023)
10.4.3 Forecast Trend (2024-2032)
10.5 Others
11 Asia Pacific Esports Market Analysis
11.1 China
11.1.1 Market Share
11.1.2 Historical Trend (2018-2023)
11.1.3 Forecast Trend (2024-2032)
11.2 Japan
11.2.1 Market Share
11.2.2 Historical Trend (2018-2023)
11.2.3 Forecast Trend (2024-2032)
11.3 India
11.3.1 Market Share
11.3.2 Historical Trend (2018-2023)
11.3.3 Forecast Trend (2024-2032)
11.4 ASEAN
11.4.1 Market Share
11.4.2 Historical Trend (2018-2023)
11.4.3 Forecast Trend (2024-2032)
11.5 Australia
11.5.1 Market Share
11.5.2 Historical Trend (2018-2023)
11.5.3 Forecast Trend (2024-2032)
11.6 Others
12 Latin America Esports Market Analysis
12.1 Brazil
12.1.1 Market Share
12.1.2 Historical Trend (2018-2023)
12.1.3 Forecast Trend (2024-2032)
12.2 Argentina
12.2.1 Market Share
12.2.2 Historical Trend (2018-2023)
12.2.3 Forecast Trend (2024-2032)
12.3 Mexico
12.3.1 Market Share
12.3.2 Historical Trend (2018-2023)
12.3.3 Forecast Trend (2024-2032)
12.4 Others
13 Middle East and Africa Esports Market Analysis
13.1 Saudi Arabia
13.1.1 Market Share
13.1.2 Historical Trend (2018-2023)
13.1.3 Forecast Trend (2024-2032)
13.2 United Arab Emirates
13.2.1 Market Share
13.2.2 Historical Trend (2018-2023)
13.2.3 Forecast Trend (2024-2032)
13.3 Nigeria
13.3.1 Market Share
13.3.2 Historical Trend (2018-2023)
13.3.3 Forecast Trend (2024-2032)
13.4 South Africa
13.4.1 Market Share
13.4.2 Historical Trend (2018-2023)
13.4.3 Forecast Trend (2024-2032)
13.5 Others
14 Market Dynamics
14.1 SWOT Analysis
14.1.1 Strengths
14.1.2 Weaknesses
14.1.3 Opportunities
14.1.4 Threats
14.2 Porter’s Five Forces Analysis
14.2.1 Supplier’s Power
14.2.2 Buyer’s Power
14.2.3 Threat of New Entrants
14.2.4 Degree of Rivalry
14.2.5 Threat of Substitutes
14.3 Key Indicators for Demand
14.4 Key Indicators for Price
15 Competitive Landscape
15.1 Market Structure
15.2 Company Profiles
15.2.1 Tencent Holdings Ltd
15.2.1.1 Company Overview
15.2.1.2 Product Portfolio
15.2.1.3 Demographic Reach and Achievements
15.2.1.4 Certifications
15.2.2 Activision Publishing, Inc
15.2.2.1 Company Overview
15.2.2.2 Product Portfolio
15.2.2.3 Demographic Reach and Achievements
15.2.2.4 Certifications
15.2.3 Electronic Arts Inc.
15.2.3.1 Company Overview
15.2.3.2 Product Portfolio
15.2.3.3 Demographic Reach and Achievements
15.2.3.4 Certifications
15.2.4 Gameloft SE
15.2.4.1 Company Overview
15.2.4.2 Product Portfolio
15.2.4.3 Demographic Reach and Achievements
15.2.4.4 Certifications
15.2.5 Skillz Inc.
15.2.5.1 Company Overview
15.2.5.2 Product Portfolio
15.2.5.3 Demographic Reach and Achievements
15.2.5.4 Certifications
15.2.6 Motorsport Games Inc.
15.2.6.1 Company Overview
15.2.6.2 Product Portfolio
15.2.6.3 Demographic Reach and Achievements
15.2.6.4 Certifications
15.2.7 Gfinity PLC
15.2.7.1 Company Overview
15.2.7.2 Product Portfolio
15.2.7.3 Demographic Reach and Achievements
15.2.7.4 Certifications
15.2.8 HTC Corporation
15.2.8.1 Company Overview
15.2.8.2 Product Portfolio
15.2.8.3 Demographic Reach and Achievements
15.2.8.4 Certifications
15.2.9 FACE IT LIMITED
15.2.9.1 Company Overview
15.2.9.2 Product Portfolio
15.2.9.3 Demographic Reach and Achievements
15.2.9.4 Certifications
15.2.10 Riot Games, Inc.
15.2.10.1 Company Overview
15.2.10.2 Product Portfolio
15.2.10.3 Demographic Reach and Achievements
15.2.10.4 Certifications
15.2.11 CAPCOM Co., Ltd.
15.2.11.1 Company Overview
15.2.11.2 Product Portfolio
15.2.11.3 Demographic Reach and Achievements
15.2.11.4 Certifications
15.2.12 Others
16 Key Trends and Developments in the Market
List of Key Figures and Tables
1. Global Esports Market: Key Industry Highlights, 2018 and 2032
2. Global Esports Historical Market: Breakup by Revenue Streaming (USD Million), 2018-2023
3. Global Esports Market Forecast: Breakup by Revenue Streaming (USD Million), 2024-2032
4. Global Esports Historical Market: Breakup by Streaming Type (USD Million), 2018-2023
5. Global Esports Market Forecast: Breakup by Streaming Type (USD Million), 2024-2032
6. Global Esports Historical Market: Breakup by Gaming Genre (USD Million), 2018-2023
7. Global Esports Market Forecast: Breakup by Gaming Genre (USD Million), 2024-2032
8. Global Esports Historical Market: Breakup by Region (USD Million), 2018-2023
9. Global Esports Market Forecast: Breakup by Region (USD Million), 2024-2032
10. North America Esports Historical Market: Breakup by Country (USD Million), 2018-2023
11. North America Esports Market Forecast: Breakup by Country (USD Million), 2024-2032
12. Europe Esports Historical Market: Breakup by Country (USD Million), 2018-2023
13. Europe Esports Market Forecast: Breakup by Country (USD Million), 2024-2032
14. Asia Pacific Esports Historical Market: Breakup by Country (USD Million), 2018-2023
15. Asia Pacific Esports Market Forecast: Breakup by Country (USD Million), 2024-2032
16. Latin America Esports Historical Market: Breakup by Country (USD Million), 2018-2023
17. Latin America Esports Market Forecast: Breakup by Country (USD Million), 2024-2032
18. Middle East and Africa Esports Historical Market: Breakup by Country (USD Million), 2018-2023
19. Middle East and Africa Esports Market Forecast: Breakup by Country (USD Million), 2024-2032
20. Global Esports Market Structure
The global market for esports reached a value of USD 2.09 billion in 2023.
The market is estimated to grow at a CAGR of 16.50% between 2024 and 2032.
The market is estimated to witness a healthy growth in the forecast period of 2024-2032, to reach a value of USD 8.20 billion by 2032.
The rising awareness about esports, increasing number of professional sports clubs penetrating the esports arena, and rising accessibility of smartphones are the major drivers of the market.
The key trends in the market include the emergence of cloud gaming, growing adoption of smartphones, and availability of high-speed internet networks.
Sponsorship, advertising, merchandise and tickets, game publisher fees, and media rights, among others, are the different revenue streaming of esports.
Live and on-demand are the different streaming types in the market.
Real-time strategy games, first-person shooter games, fighting games, and multiplayer online battle arena games, among others, are the various gaming genres in the market for esports.
Yes, esports are considered to be sports with scheduled games/matches, spectators from around the world, and sponsors, with the primary difference being that the sports are played in a video game format.
Tencent Holdings Ltd, Activision Publishing, Inc, Electronic Arts Inc., Gameloft SE, Skillz Inc., Motorsport Games Inc., Gfinity PLC, HTC Corporation, FACE IT LIMITED, Riot Games, Inc., and CAPCOM Co., Ltd., among others, are the key players covered in the global esports market report.
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