Product Code: GRCBBR00021TC
The Esports market size was valued at US$1.39 billion in 2022. The market is expected to grow at a CAGR of 16.7% during the forecast period (2022-2030). The Esports market report provides an executive-level overview of the Esports market worldwide today, with detailed forecasts of key indicators up to 2030.
This market intelligence report offers a thorough, forward-looking analysis of the global Esports market by revenue stream, gaming genre, region, and key opportunities in a concise format to help executives build proactive and profitable growth strategies.
The global Esports market size reached USD 1.39 billion in 2022, according to a new report by GlobalData Plc. The adoption of Esports will be supported by increasing adoption of mobile and PC gaming, high accessibility and inclusiveness, and the development of the mobile 5G connectivity.
Scope
- This report provides overview and service addressable market for Esports.
- It identifies the key trends impacting growth of the market over the next 12 to 24 months.
- It includes global market forecasts for the Esports industry and analysis of patents, company filings, and hiring trends.
- It contains details of M&A and VF deals in the Esports space.
- The detailed value chain consists of six main aspects: Games, events, teams and players, channels, sponsorship and investment, and end-users
Reasons to Buy
- This market intelligence report offers a thorough, forward-looking analysis of the global Esports market by revenue stream, gaming genre, region, and key opportunities in a concise format to help executives build proactive and profitable growth strategies.
- Accompanying GlobalData's Forecast products, the report examines the assumptions and drivers behind ongoing and upcoming trends in Esports markets.
- With more than 20 charts and tables, the report is designed for an executive-level audience, boasting presentation quality.
- The report provides an easily digestible market assessment for decision-makers built around in-depth information gathered from local market players, which enables executives to quickly get up to speed with the current and emerging trends in Esports markets.
- The broad perspective of the report coupled with comprehensive, actionable detail will help Telecom, Media, and Technology (TMT) stakeholders, service providers, and other Esports players succeed in growing the Esports market globally.
Table of Contents
Table of Contents
- CHAPTER 01 Executive Summary
- 1.1 Esports Market Snapshot
- CHAPTER 02 Research scope & Segmentation
- 2.1 Market Definitions
- 2.2 Technology briefing
- CHAPTER 03 Esports Industry Trend Analysis
- 3.1 Esports - Industry Value Chain
- 3.1.1 GAMES
- 3.1.1.1.1 Game Developers and Publishers: Leaders & Challengers
- 3.1.2 EVENTS
- 3.1.2.1 Esports Organizers
- 3.1.2.1.1 Esports Organizers: Leaders & Challengers
- 3.1.2.2 Event management software providers
- 3.1.2.2.1 Event management software providers: Leaders and Challengers
- 3.1.2.3 Internet service providers
- 3.1.2.3.1 Internet Service Providers: Leaders & Challengers
- 3.1.2.4 Event analytics tools providers
- 3.1.2.4.1 Event Analytics Tools Providers: Leaders & Challengers
- 3.1.3 TEAMS AND PLAYERS
- 3.1.3.1 Teams
- 3.1.3.1.1 Teams: Leaders & Challengers
- 3.1.3.2 Players
- 3.1.3.2.1 Players: Leaders & Challengers
- 3.1.3.3 Talent agencies
- 3.1.3.3.1 Talent Agencies: Leaders & Challengers
- 3.1.3.4 Training analytics tools providers
- 3.1.3.4.1 Training analytics tools providers: Leaders & Challengers
- 3.1.4 CHANNELS
- 3.1.4.1 Streaming platforms
- 3.1.4.1.1 Streaming Platforms: Leaders & Challengers
- 3.1.4.2 TV networks
- 3.1.4.2.1 TV Networks: Leaders & Challengers
- 3.1.4.3 News services
- 3.1.4.3.1 News Services: Leaders & Challengers
- 3.1.4.4 Social Networks
- 3.1.4.4.1 Social Networks: Leaders & Challengers
- 3.1.5 SPONSORSHIP AND INVESTMENT
- 3.1.5.1 Brands
- 3.1.5.1.1 Brands: Leaders & Challengers
- 3.1.5.2 Investors
- 3.1.5.2.1 Investors: Leaders & Challengers
- 3.1.5.3 Advertisers
- 3.1.5.3.1 Advertisers: Leaders & Challengers
- 3.1.6 END USERS
- 3.1.6.1 Audience
- 3.2 Esports Market Structure - PORTER's Analysis
- 3.3 Esports- PEST Analysis
- 3.4 Esports - Market Variables & Impact Analysis
- 3.4.1 MARKET DRIVER ANALYSIS
- 3.4.1.1 High Accessibility and Inclusiveness
- 3.4.1.2 Increasing penetration of 5G
- 3.4.1.3 Increasing adoption of PC and mobile gaming
- 3.4.1.4 Metaverse in gaming
- 3.4.2 MARKET CHALLENGES/IMPEDIMENTS
- 3.4.2.1 Threat from betting/gambling
- 3.4.2.2 Match-fixing
- 3.4.2.3 Lack of regulation and standardization
- 3.4.2.4 Health risks associated with esports
- 3.4.3 MARKET TRENDS
- 3.4.3.1 Virtual reality (VR)
- 3.4.3.2 Artificial Intelligence (AI)
- 3.4.3.3 Data analytics
- 3.4.3.4 Franchise leagues
- 3.4.3.5 Prize pools
- 3.4.4 COVID-19 IMPACT ANALYSIS
- 3.5 Esports - Mergers & Acquisitions (M&A)
- 3.5.1 M&A ACTIVITY DASHBOARD
- 3.6 Esports - Patent Analysis
- 3.6.1 PATENT ANALYTICS DASHBOARD
- 3.7 Esports - Job Analysis
- 3.7.1 JOB ANALYTICS DASHBOARD
- 3.8 Esports - Venture Financing Analysis
- 3.8.1 VENTURE FINANCING DASHBOARD
- 3.9 Social Media Analysis
- 3.9.1 SOCIAL MEDIA ANALYTICS DASHBOARD
- CHAPTER 04 Global Esports Market Revenue Opportunity
- 4.1 Global Market Revenue Snapshot
- 4.2 Global Esports Market By Revenue Stream, 2021-2030($ Mn)
- 4.3 Global Esports Market By Gaming Genre, 2021-2030 ($ Mn)
- CHAPTER 05 Esports Regional Outlook
- 5.1 Esports - Regional Deep Dive
- 5.2 North America Esports Market Snapshot
- 5.2.1 NORTH AMERICA ESPORTS MARKET BY REVENUE STREAM, 2021 - 2030 ($ MN)
- 5.2.2 NORTH AMERICA ESPORTS MARKET BY GAMING GENRE, 2021-2030 ($ MN)
- 5.2.3 US ESPORTS MARKET
- 5.2.3.1 US Esports Market By Revenue Stream, 2021 - 2030 ($ Mn)
- 5.2.4 CANADA ESPORTS MARKET
- 5.2.4.1 Canada Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.3 Europe Esports Market Snapshot
- 5.3.1 EUROPE ESPORTS MARKET BY REVENUE STREAM, 2021-2030 ($ MN)
- 5.3.2 EUROPE ESPORTS MARKET BY GAMING GENRE, 2021-2030 ($ MN)
- 5.3.3 GERMANY ESPORTS MARKET
- 5.3.3.1 Germany Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.3.4 UK ESPORTS MARKET
- 5.3.4.1 UK Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.3.5 FRANCE ESPORTS MARKET
- 5.3.5.1 France Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.3.6 ITALY ESPORTS MARKET
- 5.3.6.1 Italy Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.3.7 RUSSIA ESPORTS MARKET
- 5.3.7.1 Russia Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.3.8 REST OF EUROPE ESPORTS MARKET
- 5.3.8.1 Rest of Europe Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.4 South & Central America Esports Market Snapshot
- 5.4.1 SOUTH & CENTRAL AMERICA ESPORTS MARKET BY REVENUE STREAM, 2021-2030 ($ MN)
- 5.4.2 SOUTH & CENTRAL AMERICA ESPORTS MARKET BY GAMING GENRE, 2021-2030 ($ MN)
- 5.4.3 BRAZIL ESPORTS MARKET
- 5.4.3.1 Brazil Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.4.4 MEXICO ESPORTS MARKET
- 5.4.4.1 Mexico Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.4.5 ARGENTINA ESPORTS MARKET
- 5.4.5.1 Argentina Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.4.6 COLOMBIA ESPORTS MARKET
- 5.4.6.1 Colombia Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.4.7 PERU ESPORTS MARKET
- 5.4.7.1 Peru Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.4.8 REST OF SOUTH & CENTRAL AMERICA ESPORTS MARKET
- 5.4.8.1 Rest of South & Central America Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.5 Asia-Pacific Esports Market Snapshot
- 5.5.1 ASIA-PACIFIC ESPORTS MARKET BY REVENUE STREAM, 2021-2030 ($ MN)
- 5.5.2 ASIA-PACIFIC ESPORTS MARKET BY GAMING GENRE, 2021-2030 ($ MN)
- 5.5.3 CHINA ESPORTS MARKET
- 5.5.3.1 China Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.5.4 JAPAN ESPORTS MARKET
- 5.5.4.1 Japan Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.5.5 AUSTRALIA ESPORTS MARKET
- 5.5.5.1 Australia Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.5.6 INDIA ESPORTS MARKET
- 5.5.6.1 India Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.5.7 SOUTH KOREA ESPORTS MARKET
- 5.5.7.1 South Korea Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.5.8 REST OF ASIA PACIFIC ESPORTS MARKET
- 5.5.8.1 Rest of Asia Pacific Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.6 Middle East & Africa Esports Market Snapshot
- 5.6.1 MIDDLE EAST & AFRICA ESPORTS MARKET BY REVENUE STREAM, 2021-2030 ($ MN)
- 5.6.2 MIDDLE EAST & AFRICA ESPORTS MARKET BY GAMING GENRE, 2021-2030 ($ MN)
- 5.6.3 SAUDI ARABIA ESPORTS MARKET
- 5.6.3.1 Saudi Arabia Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.6.4 NIGERIA ESPORTS MARKET
- 5.6.4.1 Nigeria Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.6.5 IRAN ESPORTS MARKET
- 5.6.5.1 Iran Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.6.6 MOROCCO ESPORTS MARKET
- 5.6.6.1 Morocco Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- 5.6.7 REST OF MIDDLE EAST AND AFRICA ESPORTS MARKET
- 5.6.7.1 Rest of Middle East and Africa Esports Market by Revenue Stream, 2021-2030 ($ Mn)
- CHAPTER 06 Global Esports Competitive Landscape
- 6.1 Esports Competitive Index
- 6.2 Esports Key Vendor Snapshot
- 6.2.1 MODERN TIMES GROUP MTG AB.
- 6.2.1.1 Company overview and financial information
- 6.2.1.2 Recent developments and Innovations
- 6.2.2 ELECTRONIC ARTS INC
- 6.2.2.1 Company overview and financial information
- 6.2.2.2 Recent developments and Innovations
- 6.2.3 ACTIVISION BLIZZARD INC.
- 6.2.3.1 Company overview and financial information
- 6.2.3.2 Recent developments and Innovations
- 6.2.4 TENCENT HOLDINGS LTD.
- 6.2.4.1 Company overview and financial information
- 6.2.4.2 Recent developments and Innovations
- 6.2.5 NINTENDO CO. LTD.
- 6.2.5.1 Company overview and financial information
- 6.2.5.2 Recent developments and Innovations
- 6.2.6 EPIC GAMES INC.
- 6.2.6.1 Company overview and financial information
- 6.2.6.2 Recent developments and Innovations
- 6.2.7 ALPHABET INC
- 6.2.7.1 Company overview and financial information
- 6.2.7.2 Recent developments and Innovations
- 6.2.8 NVIDIA CORP.
- 6.2.8.1 Company overview and financial information
- 6.2.8.2 Recent developments and Innovations
- 6.2.9 INTEL CORP.
- 6.2.9.1 Company overview and financial information
- 6.2.9.2 Recent developments and Innovations
- 6.2.10 AMAZON.COM INC.
- 6.2.10.1 Company overview and financial information
- 6.2.10.2 Recent developments and Innovations
- 6.2.11 SONY GROUP CORP.
- 6.2.11.1 Company overview and financial information
- 6.2.11.2 Recent developments and Innovations
- 6.2.12 MICROSOFT CORP.
- 6.2.12.1 Company overview and financial information
- 6.2.12.2 Recent developments and Innovations
- 6.2.13 META PLATFORMS INC.
- 6.2.13.1 Company overview and financial information
- 6.2.13.2 Recent developments and Innovations
- 6.2.14 VALVE CORPORATION
- 6.2.14.1 Company overview and financial information
- 6.2.14.2 Recent developments and Innovations
- 6.2.15 HTC CORP.
- 6.2.15.1 Company overview and financial information
- 6.2.15.2 Recent developments and Innovations
- 6.3 Other Major Participants in the Esports Market
- 6.3.1 UBISOFT ENTERTAINMENT SA
- 6.3.2 WARNER BROS. DISCOVERY INC
- 6.3.3 SAMSUNG ELECTRONICS CO LTD
- 6.3.4 ENVY GAMING LLC
- 6.3.5 GFINITY PLC
- 6.3.6 ESPORTS ENTERTAINMENT GROUP INC
- 6.3.7 TAKE-TWO INTERACTIVE SOFTWARE INC
- 6.3.8 CAPCOM CO LTD
- 6.3.9 ROVIO ENTERTAINMENT CORP
- 6.3.10 MOGUL GAMES GROUP LTD
- 6.3.11 GAMELOFT SE
- CHAPTER 07 Methodology and Scope
- 7.1 Information Procurement
- 7.2 Esports Analysis
- 7.3 Market Opportunity Forecast - Research Methodology & Formulation
- 7.4 Competitive Index - Research Methodology & Formulation
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