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Esports Market - Global Outlook & Forecast 2024-2029

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    Report

  • 317 Pages
  • November 2024
  • Region: Global
  • Arizton
  • ID: 5014116
1h Free Analyst Time

The Esports Market is Expected to Grow at a CAGR of Over 16% During the Period 2019–2025.

1h Free Analyst Time

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The Esports Market was valued at USD 1.97 billion in 2023, and is projected to reach USD 5.18 billion by 2029, rising at a CAGR of 17.48%.

ESPORTS MARKET TRENDS & OPPORTUNITIES

Growing Popularity Among Genz and Millennials

The world of competitive video gaming, has rapidly increased in popularity and acceptance over the past decade. This growth can be attributed largely to two demographic cohorts: Generation Z and Millennials. In 2023, events like the League of Legends World Championships draw millions of viewers and feature performances by artists like Imagine Dragons and Lil Nas X in packed stadiums. Marketers are eager to reach its valuable audience, which consists mainly of tech-savvy Gen Z and millennials, who are difficult to target through traditional advertising methods due to adblock and ad-blindness. Furthermore, the regular online consumption of esports in European countries reveals the success of the esports market. Italian and Spanish people regularly visit relevant online platforms. The popularity of esports in Spain and Italy is due to the higher adoption of new digital trends. The growing media presence and public coverage of esports are leading to a higher general awareness.

Adoption of Digitization

The adoption of digitization has primarily changed the esports market net worth, driving its rapid growth and expanding its reach. From the early days of competitive gaming, where tournaments were modest and localized, the shift to digital platforms has enabled esports to become a global trend. The booming digital economy, driven by the rapid growth in smartphone shipments, is fueling the expansion of the eSports industry. As more people access advanced devices and stay connected, the industry is poised to benefit from increased viewership, engagement, and participation. The convergence of technology and gaming, supported by this digital growth, is set to propel eSports into a mainstream entertainment giant, attracting both new players and larger audiences globally.

INDUSTRY RESTRAINTS

Fraudulent Activity

Data monetization will lead to privacy issues as esports continue to grow; personal data, including players’ names, nicknames, likenesses, and player performance data, have become very valuable. In 2024, E-Nugget online gaming fraud in Kolkata (India) has generated a shadow over the burgeoning eSports market, shaking investor confidence and user trust. The incident highlights the vulnerabilities within the digital gaming space with ₹90 crore ($10.9 million) frozen across 70 accounts and ₹19 crore ($2.28 million) seized from 2,500 bank accounts. The app's deceitful promise of high returns before its abrupt shutdown has left many users financially stranded, potentially stalling the growth of eSports as regulators tighten scrutiny and potential players and investors grow wary of future investments in the sector.

SEGMENTATION INSIGHTS

INSIGHTS BY REVENUE

The global esports market by revenue is segmented into sponsorships, advertisements, media rights, game publisher fees, and merchandise & tickets. The segment that typically accounts for the highest market revenue share is sponsorship. This segment dominates because brands and companies recognize the significant value of the esports audience, which is primarily young, tech-savvy, and highly engaged. By sponsoring teams, tournaments, and individual players, brands can directly reach this lucrative demographic, making sponsorship deals and advertising a major revenue driver in the industry. The increasing viewership and global appeal of eSports further amplify this segment's dominance in revenue generation.

Segmentation by Revenue

  • Sponsorships
  • Advertisements
  • Media Rights
  • Game Publisher Fee
  • Merchandise & Tickets

INSIGHTS BY GAME

The multiplayer online battle arena (MOBA) game segment holds the most prominent share of the global esports market in 2023. This dominance of this segment is due to its massive player base, extensive global leagues, high viewership, and substantial sponsorships. MOBAs offer deep strategic gameplay, fostering a competitive environment that appeals to both casual players and professional athletes, leading to significant investments and large-scale tournaments. Additionally, these games' longevity and consistent updates keep their communities engaged, further boosting their prominence in the industry.

Segmentation by Game

  • Multiplayer Online Battle Arena (MOBA)
  • Player versus Player (PvP)
  • First-person shooter (FPS)
  • Real-Time Strategy (RTS)
  • Massive Multiplayer Online Game (MMOG)

INSIGHTS BY PLATFORM

The global esports market by platform is segmented into console, pc, and mobile & tablets. In 2023, the console segment held the majority share due to its broad accessibility and strong presence in competitive gaming. Consoles like PlayStation and Xbox have established dedicated esports communities and are favored for their user-friendly interfaces, high performance, and exclusive game titles. Additionally, consoles offer a standardized gaming experience, which is crucial for fair competition. Their integration with streaming platforms and robust support for multiplayer games further solidifies their dominant position in the eSports market.

Segmentation by Platform

  • Console
  • PC
  • Mobile & Tablets

GEOGRAPHICAL ANALYSIS

North America dominated the global esports market share, accounting for over 44% in 2023. The region's dominance can be attributed to the high internet penetration rate and technological advancements. The U.S. contributed the highest revenue share globally in this sector, driven by top companies' presence and growing popularity among young audiences. The growing integration of esports into Native American education and culture highlights a significant shift in how the esports market is evolving. As Native American schools embrace esports, they are creating new opportunities for students and adding rich cultural dimensions to the gaming industry. For instance, games like Never Alone, which incorporate Indigenous narratives and collaboration with Alaska Native elders, reflect a broader trend where gaming is becoming a platform for cultural representation and storytelling.

Furthermore, in the APAC region, revenue generated majorly from China, South Korea, and Japan is the dominant force in the esports market, mainly due to a deep-rooted gaming culture, advanced technological infrastructure, and substantial investment from private and public sectors. The region's preference for mobile gaming has fueled the popularity of mobile esports titles like "Mobile Legends" and "PUBG Mobile." Moreover, while somewhat fragmented due to language and cultural diversity, Europe has a strong esports market in countries like Germany, Sweden, and the UK, focusing on community-driven events and grassroots tournaments. According to the global esports market report, Latin America, the Middle East & Africa are emerging markets driven by a young, tech-savvy population and increasing internet penetration. These regions are seeing rapid growth in viewership and participation, although they still lag in terms of infrastructure and investment.

Segmentation by Geography

  • North America
    • The U.S.
    • Canada
  • APAC
    • China
    • South Korea
    • Japan
    • India
    • Australia
    • Vietnam
  • Europe
    • The U.K.
    • France
    • Germany
    • Italy
    • Poland
    • Spain
    • Sweden
  • Latin America
    • Brazil
    • Mexico
    • Argentina
    • Chile
  • Middle East & Africa
    • UAE
    • Saudi Arabia
    • South Africa
    • Egypt

COMPETITIVE LANDSCAPE

Companies like Microsoft, Electronic Arts, and Take-Two Interactive Software, among others, have for many years brought to gamers some of the most detailed, deep, and competitive multiplayer games available in the eSports market. These publishers set the standard and create experiences that are brimming with competitiveness. Microsoft is well-experienced in the world of professional gaming. Games such as Starcraft, Warcraft, and now Overwatch make for good entertainment and are popular and lucrative pro-gaming scenes. Furthermore, six major companies in the global esports market lead the industry: Sony Group Corporation, Microsoft, Electronic Arts, ESL FACEIT Group, Take-Two Interactive Software, and Tencent. Sony Group Corporation is also one of the major vendors in the esports market due to its strategic investments and robust PlayStation ecosystem. For example, in 2022, the company acquired esports platform Repeat.gg and a stake in the Evolution Championship Series (EVO), one of the biggest fighting game tournaments globally. These moves bolstered Sony's influence in the competitive gaming scene.

Key Developments in the Global Esports Market

  • In 2024, Electronic Arts will invest heavily in its flagship franchises, such as FIFA, Madden NFL, and The Sims, continuously updating and expanding them to retain and grow their user base.
  • Microsoft focuses on industry mergers and acquisitions. In 2022, the organization acquired Activision Blizzard, Inc. to expand its product portfolio and gain a competitive advantage in the market.

Key Company Profiles

  • Electronic Arts Inc.
  • ESL FACEIT Group
  • Microsoft
  • Sony Group Corporation
  • Take-Two Interactive Software
  • Tencent

Other Prominent Vendors

  • 100 Thieves
  • Aksys Games
  • Bandai Namco Entertainment
  • Capcom
  • Cloud9 Esports
  • Crytek
  • Deep Silver
  • Fnatic Ltd
  • Frenzy Arena
  • G ESPORTS HOLDING
  • GAIMIN GLADIATORS
  • Gameforge
  • Com2uS Holdings
  • Gen.G Esports
  • Hi-Rez Studios
  • HUYA Inc.
  • Kabam
  • Karmine Corp
  • Kinguin.net
  • Konami Holdings Corporation
  • NCSoft
  • Neowiz Games
  • Nintendo
  • Nival
  • NRG
  • Sega
  • SK Telecom CS T1 Co
  • Space Station Gaming
  • Super Evil Megacorp
  • Talon Esports
  • Twitch Interactive
  • Valve Corporation
  • Wargaming Group Limited

KEY QUESTIONS ANSWERED

1. What is the growth rate of the global esports market?
2. Which region dominates the global esports market share?
3. How big is the global esports market?
4. What are the significant trends in the global esports market?
5. Who are the key players in the global esports market?

Table of Contents

1. Scope & Coverage
1.1. Market Definition
1.1.1. Inclusions
1.1.2. Exclusions
1.1.3. Market Estimation Caveats
1.2. Segments Covered & Definition
1.2.1. Market Segmentation by Revenue
1.2.2. Market Segmentation by Game
1.2.3. Market Segmentation by Platform
1.2.4. Regions & Countries Covered
1.3. Market Derivation
1.3.1. Historic, Base, & Forecast Years
2. Premium Insights
2.1. Opportunity Pockets
2.1.1. Market Maturity Indicator
2.1.2. Regional Insights
2.2. Market Definition
2.3. Report Overview
2.4. Opportunities & Challenge Analysis
2.5. Segment Analysis
2.6. Regional Analysis
2.7. Competitive Landscape
3. Market at a Glance
4. Introduction
4.1. Overview
4.1.1. Esports Evolution
4.1.2. Investment from Brands in Esports Industry
4.2. Merger and Acquisitions
4.3. Value Chain Analysis
4.3.1. Overview
4.3.2. Esports Ecosystem
5. Market Opportunities & Trends
5.1. Growth in Adoption of Ar and VR in Esports
5.2. Growth in Outlook of Mobile Esports
5.3. Growth in Popularity of Esports Among Gen Z and Millennials
6. Market Growth Enablers
6.1. Adoption of Digitization
6.2. Government Investment in Esports
6.3. Esports as a Growing Career Option
7. Market Restraints
7.1. Regulation and Governance
7.2. Increase in Fraudulent Activities
7.3. Health Hazards of Gaming
8. Market Landscape
8.1. Market Overview
8.2. Growing Dynamics and Financial Opportunities in Esports Industry
8.3. Demand Insights
8.4. Market Size & Forecast
8.5. Five Forces Analysis
8.5.1. Threat of New Entrants
8.5.2. Bargaining Power of Suppliers
8.5.3. Bargaining Power of Buyers
8.5.4. Threat of Substitutes
8.5.5. Competitive Rivalry
9. Revenue
9.1. Market Snapshot & Growth Engine
9.2. Market Overview
9.3. Sponsorships
9.3.1. Market Overview
9.3.2. Market Size & Forecast
9.3.3. Market by Geography
9.4. Advertisements
9.4.1. Market Overview
9.4.2. Market Size & Forecast
9.4.3. Market by Geography
9.5. Media Rights
9.5.1. Market Overview
9.5.2. Market Size & Forecast
9.5.3. Market by Geography
9.6. Game Publisher Fees
9.6.1. Market Overview
9.6.2. Market Size & Forecast
9.6.3. Market by Geography
9.7. Merchandize & Tickets
9.7.1. Market Overview
9.7.2. Market Size & Forecast
9.7.3. Market by Geography
10. Game
10.1. Market Snapshot & Growth Engine
10.2. Market Overview
10.3. Multiplayer Online Battle Arena (Moba)
10.3.1. Market Overview
10.3.2. Market Size & Forecast
10.3.3. Market by Geography
10.4. Player vs. Player (Pvp)
10.4.1. Market Overview
10.4.2. Market Size & Forecast
10.4.3. Market by Geography
10.5. Real-Time Strategy (Rts)
10.5.1. Market Overview
10.5.2. Market Size & Forecast
10.5.3. Market by Geography
10.6. First-Person Shooters (Fps)
10.6.1. Market Overview
10.6.2. Market Size & Forecast
10.6.3. Market by Geography
10.7. Massive Multiplayer Online Games (Mmog)
10.7.1. Market Overview
10.7.2. Market Size & Forecast
10.7.3. Market by Geography
11. Platform
11.1. Market Snapshot & Growth Engine
11.2. Market Overview
11.3. Consoles
11.3.1. Market Overview
11.3.2. Market Size & Forecast
11.3.3. Market by Geography
11.4. Pc
11.4.1. Market Overview
11.4.2. Market Size & Forecast
11.4.3. Market by Geography
11.5. Mobile Phones & Tablets
11.5.1. Market Overview
11.5.2. Market Size & Forecast
11.5.3. Market by Geography
12. Geography
12.1. Market Snapshot & Growth Engine
12.2. Geographic Overview
13. North America
13.1. Market Overview
13.2. Market Size & Forecast
13.3. Revenue
13.3.1. Market Size & Forecast
13.4. Game
13.4.1. Market Size & Forecast
13.5. Platform
13.5.1. Market Size & Forecast
13.6. Key Countries
13.7. US: Market Size & Forecast
13.8. Canada: Market Size & Forecast
14. APAC
14.1. Market Overview
14.2. Market Size & Forecast
14.3. Revenue
14.3.1. Market Size & Forecast
14.4. Game
14.4.1. Market Size & Forecast
14.5. Platform
14.5.1. Market Size & Forecast
14.6. Key Countries
14.7. China: Market Size & Forecast
14.8. South Korea: Market Size & Forecast
14.9. Japan: Market Size & Forecast
14.10. India: Market Size & Forecast
14.11. Australia: Market Size & Forecast
14.12. Vietnam: Market Size & Forecast
15. Europe
15.1. Market Overview
15.2. Market Size & Forecast
15.3. Revenue
15.3.1. Market Size & Forecast
15.4. Game
15.4.1. Market Size & Forecast
15.5. Platform
15.5.1. Market Size & Forecast
15.6. Key Countries
15.7. UK: Market Size & Forecast
15.8. France: Market Size & Forecast
15.9. Germany: Market Size & Forecast
15.10. Italy: Market Size & Forecast
15.11. Poland: Market Size & Forecast
15.12. Spain: Market Size & Forecast
15.13. Sweden: Market Size & Forecast
16. Latin America
16.1. Market Overview
16.2. Market Size & Forecast
16.3. Revenue
16.3.1. Market Size & Forecast
16.4. Game
16.4.1. Market Size & Forecast
16.5. Platform
16.5.1. Market Size & Forecast
16.6. Key Countries
16.7. Brazil: Market Size & Forecast
16.8. Mexico: Market Size & Forecast
16.9. Argentina: Market Size & Forecast
16.10. Chile: Market Size & Forecast
17. Middle East & Africa
17.1. Market Overview
17.2. Market Size & Forecast
17.3. Revenue
17.3.1. Market Size & Forecast
17.4. Game
17.4.1. Market Size & Forecast
17.5. Platform
17.5.1. Market Size & Forecast
17.6. Key Countries
17.7. UAE: Market Size & Forecast
17.8. Saudi Arabia: Market Size & Forecast
17.9. South Africa: Market Size & Forecast
17.10. Egypt: Market Size & Forecast
18. Competitive Landscape
18.1. Competition Overview
18.2. Market Share Analysis
19. Key Company Profiles
19.1. Electronic Arts
19.1.1. Business Overview
19.1.2. Electronic Arts in Esports Market
19.1.3. Product Offerings
19.1.4. Key Strategies
19.1.5. Key Strengths
19.1.6. Key Opportunities
19.2. Esl Faceit Group
19.2.1. Business Overview
19.2.2. Product Offerings
19.2.3. Key Strategies
19.2.4. Key Strengths
19.2.5. Key Opportunities
19.3. Microsoft
19.3.1. Business Overview
19.3.2. Product Offerings
19.3.3. Key Strategies
19.3.4. Key Strengths
19.3.5. Key Opportunities
19.4. Sony Group Corporation
19.4.1. Business Overview
19.4.2. Product Offerings
19.4.3. Key Strategies
19.4.4. Key Strengths
19.4.5. Key Opportunities
19.5. Take-Two Interactive Software
19.5.1. Business Overview
19.5.2. Take-Two Interactive Software in Esports Market
19.5.3. Product Offerings
19.5.4. Key Strategies
19.5.5. Key Strengths
19.5.6. Key Opportunities
19.6. Tencent
19.6.1. Business Overview
19.6.2. Tencent in Esports Market
19.6.3. Product Offerings
19.6.4. Key Strategies
19.6.5. Key Strengths
19.6.6. Key Opportunities
20. Other Prominent Vendors
20.1. 100 Thieves
20.1.1. Business Overview
20.1.2. Product Offerings
20.2. Aksys Games
20.2.1. Business Overview
20.2.2. Product Offerings
20.3. Bandai Namco Entertainment
20.3.1. Business Overview
20.3.2. Product Offerings
20.4. Capcom
20.4.1. Business Overview
20.4.2. Product Offerings
20.5. Cloud9 Esports
20.5.1. Business Overview
20.5.2. Product Offerings
20.6. Crytek
20.6.1. Business Overview
20.6.2. Product Offerings
20.7. Deep Silver
20.7.1. Business Overview
20.7.2. Product Offerings
20.8. Fnatic Ltd.
20.8.1. Business Overview
20.8.2. Product Offerings
20.9. Frenzy Arena
20.9.1. Business Overview
20.9.2. Product Offerings
20.10. G Esports Holding
20.10.1. Business Overview
20.10.2. Product Offerings
20.11. Gaimin Gladiators
20.11.1. Business Overview
20.11.2. Product Offerings
20.12. Gameforge
20.12.1. Business Overview
20.12.2. Product Offerings
20.13. Com2Us Holdings
20.13.1. Business Overview
20.13.2. Product Offerings
20.14. Gen.G Esports
20.14.1. Business Overview
20.14.2. Product Offerings
20.15. Hi-Rez Studios
20.15.1. Business Overview
20.15.2. Product Offerings
20.16. Huya Inc.
20.16.1. Business Overview
20.16.2. Product Offerings
20.17. Kabam
20.17.1. Business Overview
20.17.2. Product Offerings
20.18. Karmine Corp
20.18.1. Business Overview
20.18.2. Product Offerings
20.19. Kinguin.Net
20.19.1. Business Overview
20.19.2. Product Offerings
20.20. Konami Holdings Corporation
20.20.1. Business Overview
20.20.2. Product Offerings
20.21. Ncsoft
20.21.1. Business Overview
20.21.2. Product Offerings
20.22. Neowiz Games
20.22.1. Business Overview
20.22.2. Product Offerings
20.23. Nintendo
20.23.1. Business Overview
20.23.2. Product Offerings
20.24. Nival
20.24.1. Business Overview
20.24.2. Product Offerings
20.25. Nrg
20.25.1. Business Overview
20.25.2. Product Offerings
20.26. Sega
20.26.1. Business Overview
20.26.2. Product Offerings
20.27. Sk Telecom Cs T1 Co
20.27.1. Business Overview
20.27.2. Product Offerings
20.28. Space Station Gaming
20.28.1. Business Overview
20.28.2. Product Offerings
20.29. Super Evil Megacorp
20.29.1. Business Overview
20.29.2. Product Offerings
20.30. Talon Esports
20.30.1. Business Overview
20.30.2. Product Offerings
20.31. Twitch Interactive
20.31.1. Business Overview
20.31.2. Product Offerings
20.32. Valve Corporation
20.32.1. Business Overview
20.32.2. Product Offerings
20.33. Wargaming Group Limited
20.33.1. Business Overview
20.33.2. Product Offerings
21. Report Summary
21.1. Key Takeaways
21.2. Strategic Recommendations
22. Quantitative Summary
22.1. Market by Geography
22.2. Revenue: Market Size & Forecast
22.3. Game: Market Size & Forecast
22.4. Platform: Market Size & Forecast
22.5. North America
22.5.1. Revenue: Market Size & Forecast
22.5.2. Game: Market Size & Forecast
22.5.3. Platform: Market Size & Forecast
22.6. APAC
22.6.1. Revenue: Market Size & Forecast
22.6.2. Game: Market Size & Forecast
22.6.3. Platform: Market Size & Forecast
22.7. Europe
22.7.1. Revenue: Market Size & Forecast
22.7.2. Game: Market Size & Forecast
22.7.3. Platform: Market Size & Forecast
22.8. Middle East &Africa
22.8.1. Revenue: Market Size & Forecast
22.8.2. Game: Market Size & Forecast
22.8.3. Platform: Market Size & Forecast
22.9. Latin America
22.9.1. Revenue: Market Size & Forecast
22.9.2. Game: Market Size & Forecast
22.9.3. Platform: Market Size & Forecast
23. Appendix
23.1. Research Methodology
23.2. Research Process
23.3. Report Assumptions & Caveats
23.3.1. Key Caveats
23.3.2. Currency Conversion
23.4. Abbreviations
List of Exhibits
Exhibit 1 Market Size Calculation Approach 2023
Exhibit 2 Global Esports Audience 2019-2024 (Million)
Exhibit 3 Evolution of Esports Through History
Exhibit 4 Video Gaming Market: Value Chain Analysis
Exhibit 5 Various Stakeholders in Esports Value Chain
Exhibit 6 Overview of Esports Ecosystem
Exhibit 7 Impact of Growth in Adoption of Ar and VR in Esports
Exhibit 8 Impact of Growth in Outlook of Mobile Esports
Exhibit 9 Percentage of Gamers Playing Over 10 Hours Per Week by Country 2023
Exhibit 10 Impact of Growth in Popularity of Esports Among Gen Z and Millennials
Exhibit 11 Regional Distribution of Esports Followers Worldwide Between May 2022 and April 2023 (%)
Exhibit 12 Impact of Adoption of Digitization
Exhibit 13 Global Gender Preferences in Gaming Devices Among Weekly Gamers 2022 (%)
Exhibit 14 Globally Number of Individuals Using the Internet 2015-2024 (Millions)
Exhibit 15 Impact of Government Investment in Esports
Exhibit 16 Impact of Esports as a Growing Career Option
Exhibit 17 Impact of Regulation and Governance
Exhibit 18 Impact of Increase in Fraudulent Activities
Exhibit 19 Impact of Health Hazards of Gaming
Exhibit 20 Demand Driving Factors in Esports Market
Exhibit 21 Global Esports Market 2023-2029 ($ Million)
Exhibit 22 Five Forces Analysis 2023
Exhibit 23 Incremental Growth by Revenue 2023 & 2029
Exhibit 24 Global Esports Market by Revenue 2023 & 2029 (%)
Exhibit 25 Global Esports Sponsorships Market 2020-2029 ($ Million)
Exhibit 26 Global Esports Advertisements Market 2020-2029 ($ Million)
Exhibit 27 Global Esports Media Rights Market 2020-2029 ($ Million)
Exhibit 28 Global Esports Game Publisher Fees Market 2020-2029 ($ Million)
Exhibit 29 Global Esports Merchandise & Tickets Market 2020-2029 ($ Million)
Exhibit 30 Incremental Growth by Game 2023 & 2029
Exhibit 31 Global Esports Market Share by Game 2023 & 2029 (%)
Exhibit 32 Global Esports Multiplayer Online Battle Arena (Moba) Market 2020-2029 ($ Million)
Exhibit 33 Global Esports Player vs. Player (Pvp) Market 2020-2029 ($ Million)
Exhibit 34 Global Esports Real-Time Strategy (Rts) Market 2020-2029 ($ Million)
Exhibit 35 Global Esports First-Person Shooters (Fps) Market 2020-2029 ($ Million)
Exhibit 36 Global Esports Massive Multiplayer Online Games (Mmog) Market 2020-2029 ($ Million)
Exhibit 37 Incremental Growth by Platform 2023 & 2029
Exhibit 38 Global Esports Market by Platform 2023 & 2029 (%)
Exhibit 39 Console Preferences Among Weekly Gamers by Country 2023 (%)
Exhibit 40 Global Console Usage for Weekly Gamers by Age 2023 (%)
Exhibit 41 Global Consoles-based Esports Market 2020-2029 ($ Million)
Exhibit 42 Global Pc-based Esports Market 2020-2029 ($ Million)
Exhibit 43 Global Mobile Phones & Tablets Esports Market 2020-2029 ($ Million)
Exhibit 44 Incremental Growth by Geography 2023 & 2029
Exhibit 45 Global Esports Market by Geography 2023 (% Share)
Exhibit 46 Esports Market in North America 2020-2029 ($ Million)
Exhibit 47 Incremental Growth in North America 2023 & 2029
Exhibit 48 Device Preferences of US Teenagers for Playing Videos 2023 (%)
Exhibit 49 Esports Market in US 2020-2029 ($ Million)
Exhibit 50 Esports Market in Canada 2020-2029 ($ Million)
Exhibit 51 Esports Market in APAC 2020-2029 ($ Million)
Exhibit 52 Incremental Growth in APAC 2023 & 2029
Exhibit 53 Esports Market in China 2020-2029 ($ Million)
Exhibit 54 Esports Market in South Korea 2020-2029 ($ Million)
Exhibit 55 Esports Market in Japan 2020-2029 ($ Million)
Exhibit 56 Esports Market in India 2020-2029 ($ Million)
Exhibit 57 Esports Market in Australia 2020-2029 ($ Million)
Exhibit 58 Esports Market in Vietnam 2020-2029 ($ Million)
Exhibit 59 Esports Market in Europe 2020-2029 ($ Million)
Exhibit 60 Incremental Growth in Europe 2023 & 2029
Exhibit 61 Esports Market in UK 2020-2029 ($ Million)
Exhibit 62 Esports Market in France 2020-2029 ($ Million)
Exhibit 63 Monthly Spending on Video Gaming-Related Items 2022 (%)
Exhibit 64 Esports Market in Germany 2020-2029 ($ Million)
Exhibit 65 Italy Players Claim Video Games Ease Stress, Anxiety, and Isolation 2023 (%)
Exhibit 66 Esports Market in Italy 2020-2029 ($ Million)
Exhibit 67 Esports Market in Poland 2020-2029 ($ Million)
Exhibit 68 Esports Market in Spain 2020-2029 ($ Million)
Exhibit 69 Esports Market in Sweden 2020-2029 ($ Million)
Exhibit 70 Esports Market in Latin America 2020-2029 ($ Million)
Exhibit 71 Incremental Growth in Latin America 2023 & 2029
Exhibit 72 Esports Market in Brazil 2020-2029 ($ Million)
Exhibit 73 Esports Market in Mexico 2020-2029 ($ Million)
Exhibit 74 Esports Market in Argentina 2020-2029 ($ Million)
Exhibit 75 Esports Market in Chile 2020-2029 ($ Million)
Exhibit 76 Esports Market in Middle East & Africa 2020-2029 ($ Million)
Exhibit 77 Incremental Growth in Middle East & Africa 2023 & 2029
Exhibit 78 Esports Market in UAE 2020-2029 ($ Million)
Exhibit 79 Esports Market in Saudi Arabia 2020-2029 ($ Million)
Exhibit 80 Esports Market in South Africa 2020-2029 ($ Million)
Exhibit 81 Esports Market in Egypt 2020-2029 ($ Million)
Exhibit 82 Components of Esports Ecosystem
Exhibit 83 Global Esports Market by Fragmentation 2023 (% Share)
Exhibit 84 Key Caveats
List of Tables
Table 1 Global Esports Sponsorships Market by Geography 2023-2029 ($ Million)
Table 2 Global Esports Advertisements Market by Geography 2023-2029 ($ Million)
Table 3 Global Esports Media Rights Market by Geography 2023-2029 ($ Million)
Table 4 Global Esports Game Publisher Fees Market by Geography 2023-2029 ($ Million)
Table 5 Global Esports Merchandise & Tickets Market by Geography 2023-2029 ($ Million)
Table 6 Global Esports Multiplayer Online Battle Arena (Moba) Market by Geography 2023-2029 ($ Million)
Table 7 Category of Pvp Esports Games
Table 8 Pvp Upcoming Events, 2024
Table 9 Global Esports Player vs. Player (Pvp) Market by Geography 2023-2029 ($ Million)
Table 10 Global Esports Real-Time Strategy (Rts) Market by Geography 2023-2029 ($ Million)
Table 11 Global Esports First-Person Shooters (Fps) Market by Geography 2023-2029 ($ Million)
Table 12 Global Esports Massive Multiplayer Online Games (Mmog) Market by Geography 2023-2029 ($ Million)
Table 13 Global Consoles-based Esports Market by Geography 2023-2029 ($ Million)
Table 14 Global Pc-based Esports Market by Geography 2023-2029 ($ Million)
Table 15 Global Mobile Phones & Tablets Esports Market by Geography 2023-2029 ($ Million)
Table 16 North America Esports Market by Revenue 2023-2029 ($ Million)
Table 17 North America Esports Market by Game 2023-2029 ($ Million)
Table 18 North America Esports Market by Platform 2023-2029 ($ Million)
Table 19 APAC Esports Market by Revenue 2023-2029 ($ Million)
Table 20 APAC Esports Market by Game 2023-2029 ($ Million)
Table 21 APAC Esports Market by Platform 2023-2029 ($ Million)
Table 22 Europe Esports Market by Revenue 2023-2029 ($ Million)
Table 23 Europe Esports Market by Game 2023-2029 ($ Million)
Table 24 Europe Esports Market by Platform 2023-2029 ($ Million)
Table 25 Latin America Esports Market by Revenue 2023-2029 ($ Million)
Table 26 Latin America Esports Market by Game 2023-2029 ($ Million)
Table 27 Latin America Esports Market by Platform 2023-2029 ($ Million)
Table 28 Middle East & Africa Esports Market by Revenue 2023-2029 ($ Million)
Table 29 Middle East & Africa Esports Market by Game 2023-2029 ($ Million)
Table 30 Middle East & Africa Esports Market by Platform 2023-2029 ($ Million)
Table 31 Electronic Arts Inc.: Major Product Offerings
Table 32 Esl Faceit Group: Major Product Offerings
Table 33 Microsoft: Major Product Offerings
Table 34 Sony Group Corporation: Major Product Offerings
Table 35 Take-Two Interactive Software: Major Product Offerings
Table 36 Tencent: Major Product Offerings
Table 37 100 Thieves: Major Product Offerings
Table 38 Aksys Games: Major Product Offerings
Table 39 Bandai Namco Entertainment: Major Product Offerings
Table 40 Capcom: Major Product Offerings
Table 41 Cloud9 Esports: Major Product Offerings
Table 42 Crytek: Major Product Offerings
Table 43 Deep Silver: Major Product Offerings
Table 44 Fnatic Ltd.: Major Product Offerings
Table 45 Frenzy Arena: Major Product Offerings
Table 46 G Esports Holding: Major Product Offerings
Table 47 Gaimin Gladiators: Major Product Offerings
Table 48 Gameforge: Major Product Offerings
Table 49 Com2Us Holdings: Major Product Offerings
Table 50 Gen.G Esports: Major Product Offerings
Table 51 Hi-Rez Studios: Major Product Offerings
Table 52 Huya Inc.: Major Product Offerings
Table 53 Kabam: Major Product Offerings
Table 54 Karmine Corp: Major Product Offerings
Table 55 Kinguin.Net: Major Product Offerings
Table 56 Konami Holdings Corporation: Major Product Offerings
Table 57 Ncsoft: Major Product Offerings
Table 58 Neowiz Games: Major Product Offerings
Table 59 Nintendo: Major Product Offerings
Table 60 Nival: Major Product Offerings
Table 61 Nrg: Major Product Offerings
Table 62 Sega: Major Product Offerings
Table 63 Sk Telecom Cs T1 Co: Major Product Offerings
Table 64 Space Station Gaming: Major Product Offerings
Table 65 Super Evil Megacorp: Major Product Offerings
Table 66 Talon Esports: Major Product Offerings
Table 67 Twitch Interactive: Major Product Offerings
Table 68 Valve Corporation: Major Product Offerings
Table 69 Wargaming Group Limited: Major Product Offerings
Table 70 Global Esports Market by Geography 2023-2029 ($ Million)
Table 71 Global Esports Market by Geography 2023-2029 (%)
Table 72 Global Esports Market by Revenue 2023-2029 ($ Million)
Table 73 Global Esports Market by Game 2023-2029 ($ Million)
Table 74 Global Esports Market by Platform 2023-2029 ($ Million)
Table 75 North America Esports Market by Revenue 2023-2029 ($ Million)
Table 76 North America Esports Market by Game 2023-2029 ($ Million)
Table 77 North America Esports Market by Platform 2023-2029 ($ Million)
Table 78 APAC Esports Market by Revenue 2023-2029 ($ Million)
Table 79 APAC Esports Market by Game 2023-2029 ($ Million)
Table 80 APAC Esports Market by Platform 2023-2029 ($ Million)
Table 81 Europe Esports Market by Revenue 2023-2029 ($ Million)
Table 82 Europe Esports Market by Game 2023-2029 ($ Million)
Table 83 Europe Esports Market by Platform 2023-2029 ($ Million)
Table 84 Middle East & Africa Esports Market by Revenue 2023-2029 ($ Million)
Table 85 Middle East & Africa Esports Market by Game 2023-2029 ($ Million)
Table 86 Middle East & Africa Esports Market by Platform 2023-2029 ($ Million)
Table 87 Latin America Esports Market by Revenue 2023-2029 ($ Million)
Table 88 Latin America Esports Market by Game 2023-2029 ($ Million)
Table 89 Latin America Esports Market by Platform 2023-2029 ($ Million)
Table 90 Currency Conversion 2017-2023

Samples

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Companies Mentioned

  • Electronic Arts Inc.
  • ESL FACEIT Group
  • Microsoft
  • Sony Group Corporation
  • Take-Two Interactive Software
  • Tencent
  • 100 Thieves
  • Aksys Games
  • Bandai Namco Entertainment
  • Capcom
  • Cloud9 Esports
  • Crytek
  • Deep Silver
  • Fnatic Ltd
  • Frenzy Arena
  • G ESPORTS HOLDING
  • GAIMIN GLADIATORS
  • Gameforge
  • Com2uS Holdings
  • Gen.G Esports
  • Hi-Rez Studios
  • HUYA Inc.
  • Kabam
  • Karmine Corp
  • Kinguin.net
  • Konami Holdings Corporation
  • NCSoft
  • Neowiz Games
  • Nintendo
  • Nival
  • NRG
  • Sega
  • SK Telecom CS T1 Co
  • Space Station Gaming
  • Super Evil Megacorp
  • Talon Esports
  • Twitch Interactive
  • Valve Corporation
  • Wargaming Group Limited

Methodology


Our research comprises a mix of primary and secondary research. The secondary research sources that are typically referred to include, but are not limited to, company websites, annual reports, financial reports, company pipeline charts, broker reports, investor presentations and SEC filings, journals and conferences, internal proprietary databases, news articles, press releases, and webcasts specific to the companies operating in any given market.

Primary research involves email interactions with the industry participants across major geographies. The participants who typically take part in such a process include, but are not limited to, CEOs, VPs, business development managers, market intelligence managers, and national sales managers. We primarily rely on internal research work and internal databases that we have populated over the years. We cross-verify our secondary research findings with the primary respondents participating in the study.



 

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Table Information