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Esports - Global Strategic Business Report

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    Report

  • 334 Pages
  • July 2024
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 5139500
The global market for Esports is estimated at US$4 Billion in 2023 and is projected to reach US$14 Billion by 2030, growing at a CAGR of 16.7% from 2023 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the Sponsorship Revenue Stream segment, which is expected to reach US$3.7 Billion by 2030 with a CAGR of 12%. The Media Rights Revenue Stream segment is also set to grow at 23.3% CAGR over the next 8 years.
  • Regional Analysis: Gain insights into the U.S. market, estimated at $1.3 Billion in 2023, and China, forecasted to grow at an impressive 16.6% CAGR to reach $2.5 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Esports Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Esports Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Esports Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2023 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of major players such as Activision Blizzard, Inc., Alisports, Beyond The Summit (BTS), and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Select Competitors (Total 221 Featured):

  • Activision Blizzard, Inc.
  • Alisports
  • Beyond The Summit (BTS)
  • CJ Sports
  • Electronic Arts, Inc.
  • Facebook, Inc.
  • Faceit Ltd.
  • Gfinity Plc
  • Gungho Online Entertainment, Inc.
  • Hi-Rez Studios, Inc.
  • Kabum
  • Modern Times Group AB
  • Nintendo Co., Ltd.
  • Rovio Entertainment Ltd.
  • Turner Broadcasting System, Inc.
  • Twitch.Tv
  • Valve Corporation
  • Wargaming Group Limited
  • YouTube LLC

MarketGlass Platform

Our reports are enhanced by the MarketGlass platform, which brings together industry experts and influencers to provide high-quality, accurate insights. This unique platform allows us to gather comprehensive data and market perspectives, ensuring you receive the most reliable and detailed analysis available.

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • Global Economic Update
  • Esports - Global Key Competitors Percentage Market Share in 2020 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2020 (E)
2. FOCUS ON SELECT PLAYERS3. MARKET TRENDS & DRIVERS
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Recent Past, Current & Future Analysis for Esports by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 2: World 7-Year Perspective for Esports by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2024 & 2030
  • Table 3: World Recent Past, Current & Future Analysis for Media Rights by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 4: World 7-Year Perspective for Media Rights by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 5: World Recent Past, Current & Future Analysis for Sponsorship by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 6: World 7-Year Perspective for Sponsorship by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 7: World Recent Past, Current & Future Analysis for Game Publisher Fees by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 8: World 7-Year Perspective for Game Publisher Fees by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 9: World Recent Past, Current & Future Analysis for Advertising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 10: World 7-Year Perspective for Advertising by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 11: World Esports Market Analysis of Annual Sales in US$ Thousand for Years 2014 through 2030
  • Table 12: World Recent Past, Current & Future Analysis for Tickets & Merchandise by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 13: World 7-Year Perspective for Tickets & Merchandise by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 14: World Recent Past, Current & Future Analysis for Smart Phones by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 15: World 7-Year Perspective for Smart Phones by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 16: World Recent Past, Current & Future Analysis for Gaming Consoles by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 17: World 7-Year Perspective for Gaming Consoles by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 18: World Recent Past, Current & Future Analysis for Smart TVs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 19: World 7-Year Perspective for Smart TVs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
  • Table 20: World Recent Past, Current & Future Analysis for Other Device Types by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 21: World 7-Year Perspective for Other Device Types by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2024 & 2030
III. MARKET ANALYSIS
UNITED STATES
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
  • Table 22: USA Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 23: USA 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 24: USA Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 25: USA 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
CANADA
  • Table 26: Canada Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 27: Canada 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 28: Canada Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 29: Canada 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
JAPAN
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
  • Table 30: Japan Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 31: Japan 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 32: Japan Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 33: Japan 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
CHINA
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
  • Table 34: China Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 35: China 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 36: China Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 37: China 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
EUROPE
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
  • Table 38: Europe Recent Past, Current & Future Analysis for Esports by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2023 through 2030 and % CAGR
  • Table 39: Europe 7-Year Perspective for Esports by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2024 & 2030
  • Table 40: Europe Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 41: Europe 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 42: Europe Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 43: Europe 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
FRANCE
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
  • Table 44: France Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 45: France 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 46: France Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 47: France 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
GERMANY
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
  • Table 48: Germany Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 49: Germany 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 50: Germany Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 51: Germany 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
ITALY
  • Table 52: Italy Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 53: Italy 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 54: Italy Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 55: Italy 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
UNITED KINGDOM
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
  • Table 56: UK Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 57: UK 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 58: UK Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 59: UK 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
REST OF EUROPE
  • Table 60: Rest of Europe Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 61: Rest of Europe 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 62: Rest of Europe Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 63: Rest of Europe 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
ASIA-PACIFIC
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
  • Table 64: Asia-Pacific Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 65: Asia-Pacific 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 66: Asia-Pacific Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 67: Asia-Pacific 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
REST OF WORLD
  • Table 68: Rest of World Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 69: Rest of World 7-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2024 & 2030
  • Table 70: Rest of World Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2023 through 2030 and % CAGR
  • Table 71: Rest of World 7-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2024 & 2030
IV. COMPETITION

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Activision Blizzard, Inc.
  • Alisports
  • Beyond The Summit (BTS)
  • CJ Sports
  • Electronic Arts, Inc.
  • Facebook, Inc.
  • Faceit Ltd.
  • Gfinity Plc
  • Gungho Online Entertainment, Inc.
  • Hi-Rez Studios, Inc.
  • Kabum
  • Modern Times Group AB
  • Nintendo Co., Ltd.
  • Rovio Entertainment Ltd.
  • Turner Broadcasting System, Inc.
  • Twitch.Tv
  • Valve Corporation
  • Wargaming Group Limited
  • YouTube LLC

Table Information