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GLOBAL ESPORTS MARKET SIZE TO REACH USD 2.7 BILLION BY 2025, GROWING AT A CAGR OF 16% DURING THE FORECAST PERIOD
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ESPORTS MARKET REPORT SCOPE
REPORT ATTRIBUTE | DETAILS |
---|---|
Market Size (Revenue) | USD 2.7 BILLION(2025) |
CAGR | 16% (2020-2025) |
Base Year | 2019 |
Forecast Year | 2020-2025 |
Market Segments | Revenue (Game Publisher Fee, Merchandize & Tickets, Advertisement, Sponsorships, and Media Rights), Games (Multiplayer Online Battle Arena, Player vs. Player, First Person Shooters, and Real-Time Strategy) E-platform (PC-based Esports, Consoles-based Esports, and Mobile & Tablets) |
Geographic Analysis | North America, APAC, Europe, Latin America, and Middle East & Africa |
Countries Covered | Germany, UK, France, Poland, Sweden, US, Canada, South Korea, China, Japan, Australia, India, Malaysia, Brazil, Mexico, Argentina, Chile, UAE, Egypt, Morocco, and South Africa |
INDUSTRY INSIGHTS
The global esports market size to reach USD 2.7 billion by 2025, growing at a CAGR of over 16% over the forecast period. The global industry growth is projected to increase with increasing viewership, centralization of teams, and the continuous adoption of traditional franchise-style leagues.
The creation of franchise-based leagues is one of the most crucial developments in esports industry. There are numerous benefits to the franchise model. One of its biggest advantages is that it gives potential sponsors and advertisers a specific area to invest in, instead of choosing among the hundreds of tournaments that take place across the US. The success of franchise-based esports leagues is critical for the future of the sport. For universities, these leagues will create a stable entity for graduates who would like to pursue a career in esports. College programs for professional esports have become increasingly popular over the last five years. Many small private institutions view gaming as a way to differentiate themselves from larger institutions and attract more students during enrollment struggles. For instance, the University of Akron is investing in three esports facilities and dedicating 5,200 square feet to competitive gaming with 90 gaming PCs and 30 next-generation consoles.
The global esports market has attracted investments of every size by way of developing revenue-generating opportunities from existing structures. Familiar investment methods, such as venture capital and private equity, have helped propel the esports industry and propel the rapid growth of investment in primary categories in the gaming industry.
SNIPPETS
- The sponsorship segment will emerge as the leading contributor to the esports market, observing an incremental growth of over USD 890 million by 2025
- The increase in audience and participants is a significant factor for esports market growth rate with viewership expected to grow to 644 million, which include 347 million occasional viewers and 297 million esports enthusiasts by 2022
- North America will witness an incremental growth of over USD 630 million due to increased investments from game publishers, venture capitalists, and traditional media
ESPORTS MARKET SEGMENTATION
This industry analysis report includes a detailed segmentation by
- Revenue
- Games
- E-platform
- Geography
INSIGHTS BY REVENUE
The esports market has shown tremendous growth in terms of revenue and viewership in the last few years. In 2019, out of the total esports revenue of USD 1.1 billion, sponsorships contributed USD 667 million in revenue, which was the highest. With player wages rising, the introduction of new sponsors and sponsorship sectors is critical for the future commercial success of electronic sports. Although it’s still in its infancy stage and has an irregular events season structure, sponsorship provides a streaming platform for brands to create their events and become rights holders.
The esports revenue from the media right segment will double by 2024. The segment is likely to become the largest source of esports revenue streams as massive audiences, and associated advertisement revenue from established online video platforms such as Twitch, YouTube, Douyu, and Huya will support the growth of media rights fees paid to top publishers.
INSIGHTS BY GAMES
Multiplayer online battle arena (MOBA) games segment will constitute the largest esports market share in 2025. MOBAs are witnessing continuous growth in emerging regions, especially in Latin America. Latin America is in the perfect position for a major upswing when it comes to the market. The region has 45 million viewers, with profits soaring close to USD 12 million in 2019. Players are more likely to spend money if they can engage in player vs player mode. Therefore, the growth of Player versus Player (PvP) games is expected to rise in future years.
INSIGHTS BY E-PLATFORM
Personal computers are currently the leading platform in the esports market. PC gaming is fast becoming a favorite choice among gaming enthusiasts, and this shift can be attributed to factors such as the young population, quality of gameplay, affordability, availability of top-end hardware and software, and improved internet bandwidth. With more than 60% of the people below 35 years of age, India has the largest potential market for the gaming segment. The increasing popularity and the acceptance of competitive gaming have attracted hardcore PC users, with many wanting to build their systems.
The global esports market is growing with the involvement of advanced mobile app technologies. The trend of the growth is helping to develop new industries with new possibilities from these prospects. Businesses are trying their hands at esports with attractive features in a mobile app.
INSIGHTS BY GEOGRAPHY
Countries such as the US, China, and South Korea have been showing impressive growth in the development of esports games, the number of players, audience, and infrastructure. In recent years many arenas have been built across the globe, with well-designed sitting arrangements, and the arenas are well equipped with gaming equipment, lighting, screens, and supporting equipment. China's esports industry has the world's largest number of gamers. Over 600 million people play games on phones, computers, or game consoles. However, the US remains the most important market with large average spending per customer, high gaming penetration, and young and responsive demographics. The growth in the US is still strong, with respect to the increasing viewership and audience figures. In recent years, the APAC has emerged as the most potential market with the growing number of gamers as well as esports tournaments.
Europe has been one of the most important regions in the development of the electronic sports market. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Electronics Sports League is one of the world’s largest esports organizations, which has its origins in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. Europe accounts for almost one-third of all global esports revenues and hosts more than 70 million viewers.
INSIGHTS BY VENDORS
Electronic sports is a booming industry, where skilled video gamers play competitively. As baseball, basketball, and football are competitive, esports encompasses competition across a variety of video games. This industry includes traditional sports-related games such as NBA2K and FIFA and notably games such as League of Legends, Counter-Strike, and Dota. Valve, Activision, Riot Games, and EA have, for many years, brought to audiences some of the most detailed, deep, and competitive multiplayer games. These publishers set the standard and create experiences that are brimming with competitiveness. Blizzard is well experienced in the world of professional gaming. The games such as Starcraft, Warcraft, and now Overwatch makes for some of the entertainment, popular, and lucrative pro-gaming scenes.
The global esports market research report includes revenue and forecast insights for the following segments:
Segmentation by Revenue
- Game Publisher Fee
- Merchandize & Tickets
- Advertisement
- Sponsorships
- Media Rights
By Games
- Multiplayer Online Battle Arena (MOBA)
- Player vs. Player (PvP)
- First Person Shooters (FPS)
- Real Time Strategy (RTS)
- Salons & Spas
By E-Platform
- PC-based
- Consoles-based
- Mobile & Tablets
By Geography
- Europe
- Germany
- UK
- France
- Poland
- Sweden
- North America
- US
- Canada
- APAC
- South Korea
- China
- Japan
- Australia
- India
- Malaysia
- Latin America
- Brazil
- Mexico
- Argentina
- Chile
- Middle East & Africa
- UAE
- Egypt
- Morocco
- South Africa
Frequently Asked Questions
What is the esports market size and growth forecast?
What are the factors impacting the growth of the esports market?
Who are the key players in the esports market?
Which segment is emerging as a key revenue generators in the esports market?
Which is the largest revenue-generating region for the esports market?
The esports market is expected to grow at a CAGR of over 16% during the period 2019–2025.
The following factors are likely to contribute to the growth of the market during the forecast period:
- Technological Innovations in the Gaming Industry
- Increase in Internet Penetration
- Role of Association and Government Involvement
- Increased Awareness of Esports
Base Year: 2019
Forecast Year: 2020–2025
The study considers the present scenario of the esports market and its market dynamics for the period 2019−2025. It covers a detailed overview of several market growth enablers, restraints, and trends. The study offers both the demand and supply aspects of the market. It profiles and examines leading companies and other prominent companies operating in the market.
Key Vendors
- Activision Blizzard
- Business Overview
- Major Product Offerings
- Key Strengths
- Key Strategies
- Key Opportunities
- Electronic Arts
- Modern Times Group (MTG)
- Take-Two Interactive Software
- Tencent
- Valve Corporation
Other Prominent Vendors
- Supercell
- Nintendo
- Hi-Rez Studios
- Epic Games
- Torque Esports
- Bandai Namco Entertainment
- Nival
- Zeni Max
- Psyonix
- Super Evil Megacorp
- GAMEVIL
- Capcom
- Crytek
- Inno Games
- Deep Silver
- Gameforge
- Konami Holdings Corporation
- Zynga
- Kabam
- Rovio Entertainment
- Wargaming Group Limited
- Ubisoft
- Sega
- Neowiz Games
- NCSoft
- Microsoft Studios
- Bethesda Softworks
- Aksys Games
Market Segmentation by Revenue
- Game Publisher Fee
- Merchandize & Tickets
- Advertisement
- Sponsorships
- Media Rights
Market Segmentation by Games
- Multiplayer Online Battle Arena (MOBA)
- Player vs. Player (PvP)
- First Person Shooters (FPS)
- Real Time Strategy (RTS)
- Salons & Spas
Market Segmentation by E-platform
- PC-based Esports
- Consoles-based Esports
- Mobile & Tablets
Market Segmentation by Geography
- Europe
- Germany
- UK
- France
- Poland
- Sweden
- North America
- US
- Canada
- APAC
- South Korea
- China
- Japan
- Australia
- India
- Malaysia
- Latin America
- Brazil
- Mexico
- Argentina
- Chile
- MEA
- UAE
- Egypt
- Morocco
- South Africa
List of Exhibits
Exhibit 1 Segmentation of Global Esports Market
Exhibit 2 Market Size Calculation Approach 2019
Exhibit 3 Evolution of Esports through History
Exhibit 4 Esports Ecosystem
Exhibit 5 Esports Channels and Sponsors
Exhibit 6 Impact of Technological Innovations in Gaming Industry
Exhibit 7 Impact of Growth in Gaming Audience
Exhibit 8 Global Esports Audience Growth (millions)
Exhibit 9 Impact of Increasing Internet Penetration
Exhibit 10 Global Internet User’s Distribution in 2019
Exhibit 11 Impact of Role of Associations & Government Involvement
Exhibit 12 Impact of Growth in Sponsorships & Franchise
Exhibit 13 Impact of Growing Awareness of Esports
Exhibit 14 Global Awareness of Esports Among Audience 2016−2019 (million)
Exhibit 15 Impact of Implementation of Stringent Regulation
Exhibit 16 Impact of Health Hazards of Gaming
Exhibit 17 Impact of Gaming Frauds & Ethical Concerns
Exhibit 18 Video Gaming Market: Value Chain Analysis
Exhibit 19 Various Stakeholders in Esports Value Chain
Exhibit 20 Value Chain Analysis for Esports Market
Exhibit 21 Online Business Model for Esports
Exhibit 22 Offline Business Model for Esports
Exhibit 23 Global Esports Market 2019–2025 ($ million)
Exhibit 24 Five Forces Analysis 2019
Exhibit 25 Incremental Growth by Revenue Source 2019 & 2025
Exhibit 26 Esports Market Share by Revenue Sources 2019 & 2025
Exhibit 27 Major Esports Sponsorship Revenue Contribution by Sectors 2019
Exhibit 28 Global Esports Sponsorship Market 2019–2025 ($ million)
Exhibit 29 Global Esports Media Rights Market 2019–2025 ($ million)
Exhibit 30 Global Esports Advertisement Market 2019–2025 ($ million)
Exhibit 31 Global Esports Game Publisher Fees Market 2019–2025 ($ million)
Exhibit 32 Global Esports Merchandise & Tickets Market 2019–2025 ($ million)
Exhibit 33 Incremental Growth by Game Type 2019 & 2025
Exhibit 34 Market Share of Esports Games 2019 & 2025
Exhibit 35 Global Esports MOBA Market 2019–2025 ($ million)
Exhibit 36 Global Esports PvP Market 2019–2025 ($ million)
Exhibit 37 Global Esports FPS Market 2019–2025 ($ million)
Exhibit 38 Global Esports RTS Market 2019–2025 ($ million)
Exhibit 39 Global Esports MMOG Market 2019–2025 ($ million)
Exhibit 40 Incremental Growth by Platform 2019 & 2025
Exhibit 41 Market Share of Platforms for Esports Market 2019 & 2025
Exhibit 42 Global PC-based Esports Market 2019–2025 ($ million)
Exhibit 43 Console Esports Viewership 2019 (million)
Exhibit 44 Global Console-based Esports Market 2019–2025 ($ million)
Exhibit 45 Mobile Esports by Geography 2019
Exhibit 46 Global Mobile Esports Market 2019–2025 ($ million)
Exhibit 47 Incremental Growth by Geography 2019 & 2025
Exhibit 48 Market Share of Esports Market by Geography: 2019 & 2025
Exhibit 49 Esports Market in North America 2019–2025 ($ million)
Exhibit 50 Incremental Growth in North America 2019 & 2025
Exhibit 51 Esports Viewers in US in Comparison to Professional Sports Leagues (Million)
Exhibit 52 Esports Market in US 2019–2025 ($ million)
Exhibit 53 Esports Market in Canada 2019–2025 ($ million)
Exhibit 54 Emerging Esports Countries in APAC in 2019
Exhibit 55 Esports Market in APAC 2019–2025 ($ million)
Exhibit 56 Incremental Growth in APAC 2019 & 2025
Exhibit 57 Esports Market in China 2019–2025 ($ million)
Exhibit 58 Australian Esports Audience by Age for 2019
Exhibit 59 Esports Market in Australia 2019–2025 ($ million)
Exhibit 60 Types of Gamers in India
Exhibit 61 Esports Market in India 2019–2025 ($ million)
Exhibit 62 Penetration of Esports Online Viewership Age-Wise in 2019
Exhibit 63 Esports Market in South Korea 2019–2025 ($ million)
Exhibit 64 Esports Market in Malaysia 2019–2025 ($ million)
Exhibit 65 Esports Market in Japan 2019–2025 ($ million)
Exhibit 66 Esports Market in Europe 2019–2025 ($ million)
Exhibit 67 Esports Platform Market in Europe 2019−2025 ($ million)
Exhibit 68 Incremental Growth in Europe 2019 & 2025
Exhibit 69 Esports Market in UK 2019–2025 ($ million)
Exhibit 70 Esports Market in Germany 2019–2025 ($ million)
Exhibit 71 Esports Market in France 2019–2025 ($ million)
Exhibit 72 Esports Market in Sweden 2019–2025 ($ million)
Exhibit 73 Esports Market in Poland 2019–2025 ($ million)
Exhibit 74 Esports Market in MEA 2019–2025 ($ million)
Exhibit 75 Incremental Growth in MEA 2019 & 2025
Exhibit 76 Esports Market in UAE 2019–2025 ($ million)
Exhibit 77 Esports Market in South Africa 2019–2025 ($ million)
Exhibit 78 Esports Market in Egypt 2019–2025 ($ million)
Exhibit 79 Esports Market in Morocco 2019–2025 ($ million)
Exhibit 80 Esports Market in Latin America 2019–2025 ($ million)
Exhibit 81 Incremental Growth in Latin America 2019 & 2025
Exhibit 82 Esports Market in Brazil 2019–2025 ($ million)
Exhibit 83 Esports Market in Mexico 2019–2025 ($ million)
Exhibit 84 Esports Market in Argentina 2019–2025 ($ million)
Exhibit 85 Esports Market in Chile 2019–2025 ($ million)
Exhibit 86 Components of Esports Ecosystem
List of Tables
Table 1 Key Caveats
Table 2 Currency Conversion 2013−2019
Table 3 Major Global Esports Arenas
Table 4 Highlighted Deals in Esports Industry (2015−2019)
Table 5 Differentiation between Open-league Systems and Closed-league Systems
Table 6 Recent Engagement of Renowned Brands with Esport Events
Table 7 Esports Sponsorships Revenue by Geography 2019−2025 ($ million)
Table 8 Esports Media Rights Revenue by Geography 2019−2025 ($ million)
Table 9 Esports Advertisement Revenue by Geography 2019−2025 ($ million)
Table 10 Game Publisher Fees Market by Geography 2019−2025 ($ million)
Table 11 Esports Merchandise & Ticket Revenue by Geography 2019−2025 ($ million)
Table 12 Global Esports MOBA Market by Geography 2019−2025 ($ million)
Table 13 Category of PvP Esports Games
Table 14 Global Esports PvP Market by Geography 2019−2025 ($ million)
Table 15 Global Esports Market FPS: by Geography 2019−2025 ($ million)
Table 16 Global Esports RTS Market by Geography 2019−2025 ($ million)
Table 17 Global Esports MMOG Market by Geography 2019−2025 ($ million)
Table 18 Global PC-based Esports Market by Geography 2019−2025 ($ million)
Table 19 Global Console-based Esports Market by Geography 2019−2025 ($ million)
Table 20 Global Mobile Esports Market by Geography 2019−2025 ($ million)
Table 21 Revenue Source in North America 2019−2025 ($ million)
Table 22 Esports Games in North America 2019−2025 ($ million)
Table 23 Esports Platforms in North America 2019−2025 ($ million)
Table 24 Esports Revenue Source Market in APAC 2019−2025 ($ million)
Table 25 Esports Game Market in APAC 2019−2025 ($ million)
Table 26 Esports Platform Market in APAC 2019−2025 ($ million)
Table 27 Esports Revenue Source Market in Europe 2019−2025 ($ million)
Table 28 Esports Game Market in Europe 2019−2025 ($ million)
Table 29 Esports Revenue Source Market in MEA 2019−2025 ($ million)
Table 30 Esports Game Market in MEA 2019−2025 ($ million)
Table 31 Esports Platform Market in MEA 2019−2025 ($ million)
Table 32 Esports Revenue Source Market in Latin America 2019−2025 ($ million)
Table 33 Esports Game Market in Latin America 2019−2025 ($ million)
Table 34 Esports Platform Market in Latin America 2019−2025 ($ million)
Table 35 Activision Blizzard: Major Product Offerings
Table 36 Electronic Arts Inc.: Major Product Offerings
Table 37 Modern Times Group: Major Product Offerings
Table 38 Take-Two Interactive Software: Major Product Offerings
Table 39 Tencent: Major Product Offerings
Table 40 Valve Corporation: Major Product Offerings
Table 41 Supercell: Major Product Offerings
Table 42 Nintendo: Major Product Offerings
Table 43 Hi-Rez Studios: Major Product Offerings
Table 44 Epic Games: Major Product Offerings
Table 45 Torque Esports: Major Product Offerings
Table 46 Bandai Namco Entertainment: Major Product Offerings
Table 47 Nival: Major Product Offerings
Table 48 Zeni Max: Major Product Offerings
Table 49 Psyonix: Major Product Offerings
Table 50 Super Evil Megacorp: Major Product Offerings
Table 51 GAMEVIL: Major Product Offerings
Table 52 Capcom: Major Product Offerings
Table 53 Crytek: Major Product Offerings
Table 54 Inno Games: Major Product Offerings
Table 55 Deep silver: Major Product Offerings
Table 56 Gameforge: Major Product Offerings
Table 57 Konami Holdings Corporation: Major Product Offerings
Table 58 Zynga.: Major Product Offerings
Table 59 Kabam: Major Product Offerings
Table 60 Rovio Entertainment: Major Product Offerings
Table 61 Wargaming Group Limited: Major Product Offerings
Table 62 Ubisoft: Major Product Offerings
Table 63 Sega: Major Product Offerings
Table 64 Neowiz Games: Major Product Offerings
Table 65 NCSoft: Major Product Offerings
Table 66 Microsoft Studios: Major Product Offerings
Table 67 Bethesda Softworks: Major Product Offerings
Table 68 Aksys Games: Major Product Offerings
Table 69 Global Esports Market by Geography 2019−2025 ($ million)
Table 70 Esports Market in North America by Revenue Source 2019−2025 ($ million)
Table 71 Esports Market in North America by Game 2019−2025 ($ million)
Table 72 Esports Market in North America by Platform 2019−2025 ($ million)
Table 73 Esports Market in APAC by Revenue Source 2019−2025 ($ million)
Table 74 Esports Market in APAC by Game 2019−2025 ($ million)
Table 75 Esports Market in APAC by Platform 2019−2025 ($ million)
Table 76 Esports Market in Europe by Revenue Source 2019−2025 ($ million)
Table 77 Esports Market in Europe by Game 2019−2025 ($ million)
Table 78 Esports Market in Europe by Platform 2019−2025 ($ million)
Table 79 Esports Market in Latin America by Revenue Source 2019−2025 ($ million)
Table 80 Esports Market in Latin America by Game 2019−2025 ($ million)
Table 81 Esports Market in Latin America by Platform 2019−2025 ($ million)
Table 82 Esports Market in MEA by Revenue Source 2019−2025 ($ million)
Table 83 Esports Market in MEA by Game 2019−2025 ($ million)
Table 84 Esports Market in MEA by Platform 2019−2025 ($ million)
Table 85 Global Esports Market by Revenue Source 2019−2025 ($ million)
Table 86 Global Esports Sponsorships Market by Geography 2019−2025 ($ million)
Table 87 Global Esports Media Rights Market by Geography 2019−2025 ($ million)
Table 88 Global Esports Advertisement Market by Geography 2019−2025 ($ million)
Table 89 Global Esports Game Publisher Fees Market by Geography 2019−2025 ($ million)
Table 90 Global Esports Merchandise & Tickets Market by Geography 2019−2025 ($ million)
Table 91 Global Esports Games Market 2019−2025 ($ million)
Table 92 Global Esports MOBA Market by Geography 2019−2025 ($ million)
Table 93 Global Esports PvP Market by Geography 2019−2025 ($ million)
Table 94 Global Esports FPS Games Market by Geography 2019−2025 ($ million)
Table 95 Global Esports MMOG Market by Geography 2019−2025 ($ million)
Table 96 Global Esports RTS Market by Geography 2019−2025 ($ million)
Table 97 Global Esports Market by Platform 2019−2025 ($ million)
Table 98 Global Esports PC Market by Geography 2019−2025 ($ million)
Table 99 Global Esports Console Market by Geography 2019−2025 ($ million)
Table 100 Global Esports Mobile/Tablet Market by Geography 2019−2025 ($ million)
1 Research Methodology
2 Research Objectives
3 Research Process
4 Scope & Coverage
4.1 Market Definition
4.1.1 Inclusions
4.1.2 Exclusions
4.2 Base Year
4.3 Scope of The Study
4.3.1 Market Segmentation by Revenue Source
4.3.2 Market Segmentation by Game
4.3.3 Market Segmentation by Platform
4.3.5 Market Segmentation by Geography
5 Report Assumptions & Caveats
5.1 Key Caveats
5.2 Currency Conversion
5.3 Market Derivation
6 Market at a Glance
7 Introduction
7.1 Overview
7.2 Esports Evolution
7.3 Esports Ecosystem
7.3.1 Overview
8 Market Opportunities & Trends
8.1 Technological Innovations In Gaming Industry
8.2 Growth In Gaming Audience
8.3 Increasing Internet Penetration
9 Market Growth Enablers
9.1 Role Of Associations & Government Involvement
9.2 Growth In Sponsorships & Franchise
9.3 GROWING AWARENESS OF ESPORTS
10 Market Restraints
10.1 Implementation Of Stringent Regulations
10.2 Health Hazards Of Gaming
10.3 Gaming Frauds & Ethical Concerns
11 Value Chain Analysis
11.1 Overview
11.2 Value Chain Analysis
11.2.1 Teams
11.2.2 Professional Esports Competitions
11.2.3 Event Organizers
11.2.4 Games
11.2.5 Platforms
11.2.6 Streamers
11.3 Business Model: Online Versus Offline
12 Market Landscape
12.1 Market Overview
12.2 Market Size & Forecast
12.3 Five Forces Analysis
12.3.1 Threat of New Entrants
12.3.2 Bargaining Power of Suppliers
12.3.3 Bargaining Power of Buyers
12.3.4 Threat of Substitutes
12.3.5 Competitive Rivalry
13 Revenue Source
13.1 Market Snapshot & Growth Engine
13.2 Market Overview
13.3 Sponsorships
13.3.1 Market Overview
13.3.2 Market Size & Forecast
13.3.3 Market by Geography
13.4 Media Rights
13.4.1 Market Overview
13.4.2 Market Size & Forecast
13.4.3 Market by Geography
13.5 Advertisements
13.5.1 Market Overview
13.5.2 Market Size & Forecast
13.5.3 Market by Geography
13.6 Game Publisher Fees
13.6.1 Market Overview
13.6.2 Market Size & Forecast
13.6.3 Market by Geography
13.7 Merchandise & Tickets
13.7.1 Market Overview
13.7.2 Market Size & Forecast
13.7.3 Market by Geography
14 Game Type
14.1 Market Snapshot & Growth Engine
14.2 Market Overview
14.3 Multiplayer Online Battle Arena (MOBA)
14.3.1 Market Overview
14.3.2 Market Size & Forecast
14.3.3 Market by Geography
14.4 PVP (PLAYER VS PLAYER)
14.4.1 Market Overview
14.4.2 Market Size & Forecast
14.4.3 Market by Geography
14.5 First Person Shooter (FPS)
14.5.1 Market Overview
14.5.2 Market Size & Forecast
14.5.3 Market by Geography
14.6 Real-Time Strategy (RTS)
14.6.1 Market Overview
14.6.2 Market Size & Forecast
14.6.3 Market by Geography
14.7 Massive Multiplayer Online Games (MMOG)
14.7.1 Market Overview
14.7.2 Market Size & Forecast
14.7.3 Market by Geography
15 Platform
15.1 Market Snapshot & Growth Engine
15.2 Market Overview
15.3 Pc-Based Esports
15.3.1 Market Overview
15.3.2 Market Size & Forecast
15.3.3 Market by Geography
15.4 Console-Based Esports
15.4.1 Market Overview
15.4.2 Market Size & Forecast
15.4.3 Market by Geography
15.5 Mobile/Tablet
15.5.1 Market Overview
15.5.2 Market Size & Forecast
15.5.3 Market by Geography
16 Geography
16.1 Market Snapshot & Growth Engine
16.2 Geographic Overview
17 North America
17.1 Market Overview
17.2 Market Size & Forecast
17.3 Revenue
17.3.1 Market Size & Forecast
17.4 Games
17.4.1 Market Size & Forecast
17.5 Platforms
17.5.1 Market Size & Forecast
17.6 Key Countries
17.6.1 Market Snapshot & Growth Engine
17.7 US
17.7.1 Market Size & Forecast
17.8 Canada
17.8.1 Market Size & Forecast
18 APAC
18.1 Market Overview
18.2 Market Size & Forecast
18.3 Revenue
18.3.1 Market Size & Forecast
18.4 Game
18.4.1 Market Size & Forecast
18.5 Platform
18.5.1 Market Size & Forecast
18.6 Key Countries
18.6.1 Market Snapshot & Growth Engine
18.7 China
18.7.1 Market Size & Forecast
18.8 Australia
18.8.1 Market Size & Forecast
18.9 India
18.9.1 Market Size & Forecast
18.10 South Korea
18.10.1 Market Size & Forecast
18.11 Malaysia
18.11.1 Market Size & Forecast
18.12 Japan
18.12.1 Market Size & Forecast
19 Europe
19.1 Market Overview
19.2 Market Size & Forecast
19.3 Revenue
19.3.1 Market Size & Forecast
19.4 Game
19.4.1 Market Size & Forecast
19.5 Platform
19.5.1 Market Size & Forecast
19.6 Key Countries
19.6.1 Market Snapshot & Growth Engine
19.7 UK
19.7.1 Market Size & Forecast
19.8 Germany
19.8.1 Market Size & Forecast
19.9 France
19.9.1 Market Size & Forecast
19.10 Sweden
19.10.1 Market Size & Forecast
19.11 Poland
19.11.1 Market Size & Forecast
20 Middle East and Africa
20.1 Market Overview
20.2 Market Size & Forecast
20.3 Revenue
20.3.1 Market Size & Forecast
20.4 Game
20.4.1 Market Size & Forecast
20.5 Platform
20.5.1 Market Size & Forecast
20.6 Key Countries
20.6.1 Market Snapshot & Growth Engine
20.7 UAE
20.7.1 Market Size & Forecast
20.8 South Africa
20.8.1 Market Size & Forecast
20.9 Egypt
20.9.1 Market Size & Forecast
20.10 Morocco
20.10.1 Market Size & Forecast
21 Latin America
21.1 Market Overview
21.2 Market Size & Forecast
21.3 Revenue
21.3.1 Market Size & Forecast
21.4 Game
21.4.1 Market Size & Forecast
21.5 Platform
21.5.1 Market Size & Forecast
21.6 Key Countries
21.6.1 Market Snapshot & Growth Engine
21.7 Brazil
21.7.1 Market Size & Forecast
21.8 Mexico
21.8.1 Market Size& Forecast
21.9 Argentina
21.9.1 Market Size & Forecast
21.1 Chile
21.10.1 Market Size & Forecast
22 Competitive Landscape
22.1 Competition Overview
23 Key Company Profiles
23.1 Activision Blizzard
23.1.1 Business Overview
23.1.2 Activision Blizzard in Esports Market
23.1.3 Product Offerings
23.1.4 Key Strengths
23.1.5 Key Strategies
23.1.6 Key Opportunities
23.2 Electronic Arts
23.2.1 Business Overview
23.2.2 Electronic Arts in Esports Market
23.2.3 Product Offerings
23.2.4 Key Strengths
23.2.5 Key Strategies
23.2.6 Key Opportunities
23.3 Modern Times Group
23.3.1 Business Overview
23.3.2 Modern Times Group in Esports Market
23.3.3 Product Offerings
23.3.4 Key Strengths
23.3.5 Key Strategies
23.3.6 Key Opportunities
23.4 Take-Two Interactive Software
23.4.1 Business Overview
23.4.2 Take-Two Interactive Software in Esports Market
23.4.3 Product Offerings
23.4.4 Key Strengths
23.4.5 Key Strategies
23.4.6 Key Opportunities
23.5 Tencent
23.5.1 Business Overview
23.5.2 Tencent in Esports Market
23.5.3 Product Offerings
23.5.4 Key Strengths
23.5.5 Key Strategies
23.5.6 Key Opportunities
23.6 Valve Corporation
23.6.1 Business Overview
23.6.2 Valve Corporation in Esports Market
23.6.3 Product Offerings
23.6.4 Key Strengths
23.6.5 Key Strategies
23.6.6 Key Opportunities
24 Other Prominent Vendors
24.1 Supercell
24.1.1 Business Overview
24.1.2 Product Offerings
24.1.3 Key Strengths
24.1.4 Key Strategies
24.2 Nintendo
24.2.1 Business Overview
24.2.2 Product Offerings
24.2.3 Key Strengths
24.2.4 Key Strategies
24.3 HI-Rez Studios
24.3.1 Business Overview
24.3.2 Product Offerings
24.3.3 Key Strategies
24.3.4 Key Strengths
24.4 Epic Games
24.4.1 Business Overview
24.4.2 Product Offerings
24.4.3 Key Strengths
24.4.4 Key Strategies
24.5 Torque Esports
24.5.1 Business Overview
24.5.2 Product Offerings
24.5.3 Key Strengths
24.5.4 Key Strategies
24.6 Bandai Namco Entertainment
24.6.1 Business Overview
24.6.2 Product Offerings
24.6.3 Key Strengths
24.6.4 Key Strategies
24.7 Nival
24.7.1 Business Overview
24.7.2 Product Offerings
24.7.3 Key Strengths
24.7.4 Key Strategies
24.8 Zeni Max
24.8.1 Business Overview
24.8.2 Product Offerings
24.8.3 Key Strengths
24.8.4 Key Strategies
24.9 Psyonix
24.9.1 Business Overview
24.9.2 Product Offerings
24.9.3 Key Strengths
24.9.4 Key Strategies
24.10 Super Evil Megacorp
24.10.1 Business Overview
24.10.2 Product Offerings
24.10.3 Key Strengths
24.10.4 Key Strategies
24.11 Gamevil
24.11.1 Business Overview
24.11.2 Product Offerings
24.11.3 Key Strengths
24.11.4 Key Strategies
24.12 Capcom
24.12.1 Business Overview
24.12.2 Product Offerings
24.12.3 Key Strengths
24.12.4 Key Strategies
24.13 Crytek
24.13.1 Business Overview
24.13.2 Product Offerings
24.13.3 Key Strengths
24.13.4 Key Strategies
24.14 Inno Games
24.14.1 Business Overview
24.14.2 Product Offerings
24.14.3 Key Strengths
24.14.4 Key Strategies
24.15 Deep Silver
24.15.1 Business Overview
24.15.2 Product Offerings
24.15.3 Key Strengths
24.15.4 Key Strategies
24.16 Gameforge
24.16.1 Business Overview
24.16.2 Product Offerings
24.16.3 Key Strengths
24.16.4 Key Strategies
24.17 Konami Holdings Corporation
24.17.1 Business Overview
24.17.2 Product Offerings
24.17.3 Key Strengths
24.17.4 Key Strategies
24.18 Zynga
24.18.1 Business Overview
24.18.2 Product Offerings
24.18.3 Key Strengths
24.18.4 Key Strategies
24.19 Kabam
24.19.1 Business Overview
24.19.2 Product Offerings
24.19.3 Key Strengths
24.19.4 Key Strategies
24.20 Rovio Entertainment
24.20.1 Business Overview
24.20.2 Product Offerings
24.20.3 Key Strengths
24.20.4 Key Strategies
24.21 Wargaming Group Limited
24.21.1 Business Overview
24.21.2 Product Offerings
24.21.3 Key Strengths
24.21.4 Key Strategies
24.22 Ubioft
24.22.1 Business Overview
24.22.2 Product Offerings
24.22.3 Key Strengths
24.22.4 Key Strategies
24.23 SEGA
24.23.1 Business Overview
24.23.2 Product Offerings
24.23.3 Key Strengths
24.23.4 Key Strategies
24.24 Neowiz Games
24.24.1 Business Overview
24.24.2 Product Offerings
24.24.3 Key Strengths
24.24.4 Key Strategies
24.25 NCSOFT
24.25.1 Business Overview
24.25.2 Product Offerings
24.25.3 Key Strengths
24.25.4 Key Strategies
24.26 Microsoft Studios
24.26.1 Business Overview
24.26.2 Product Offerings
24.26.3 Key Strengths
24.26.4 Key Strategies
24.27 Bethesda Softworks
24.27.1 Business Overview
24.27.2 Product Offerings
24.27.3 Key Strengths
24.27.4 Key Strategies
24.28 Aksys Games
24.28.1 Business Overview
24.28.2 Product Offerings
24.28.3 Key Strengths
24.28.4 Key Strategies
25 Report Summary
25.1 Key Takeaways
25.2 Strategic Recommendations
26 Quantitative Summary
26.1 Geography
26.1.1 Global Market Size & Forecast
26.2 North America
26.2.1 Revenue Source: Market Size & Forecast
26.2.2 Game: Market Size & Forecast
26.2.3 Platform: Market Size & Forecast
26.3 APAC
26.3.1 Revenue Source: Market Size & Forecast
26.3.2 Game: Market Size & Forecast
26.3.3 Platform: Market Size & Forecast
26.4 Europe
26.4.1 Revenue Source: Market Size & Forecast
26.4.2 Game: Market Size & Forecast
26.4.3 Platform: Market Size & Forecast
26.5 Latin America
26.5.1 Market Size & Forecast
26.5.2 Game: Market Size & Forecast
26.5.3 Platform: Market Size & Forecast
26.6 Middle East & Africa
26.6.1 Revenue Source: Market Size & Forecast
26.6.2 Game: Market Size & Forecast
26.6.3 Platform: Market Size & Forecast
26.7 Revenue Source
26.7.1 Global Market Size & Forecast
26.8 Sponsorships
26.8.1 Market Size & Forecast by Geography
26.9 Media Rights
26.9.1 Market Size & Forecast by Geography
26.1 Advertisement
26.10.1 Market Size & Forecast by Geography
26.11 Game Publisher Fees
26.11.1 Market Size & Forecast by Geography
26.12 Merchandise & Tickets
26.12.1 Market Size & Forecast by Geography
26.13 Games
26.13.1 Global Market Size & Forecast
26.14 MOBA
26.14.1 Market Size & Forecast by Geography
26.15 PVP
26.15.1 Market Size & Forecast by Geography
26.16 FPS
26.16.1 Market Size & Forecast by Geography
26.17 MMOG
26.17.1 Market Size & Forecast by Geography
26.18 RTS
26.18.1 Market Size & Forecast by Geography
26.19 Platform
26.19.1 Global Market Size & Forecast
26.2 PC-Based Esports
26.20.1 Market Size & Forecast by Geography
26.21 Console-Based Esports
26.21.1 Market Size & Forecast by Geography
26.22 Mobile/Tablet
26.22.1 Market Size & Forecast by Geography
27 Appendix
27.1 Abbreviations
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Frequently Asked Questions
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