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Esports Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2027

  • Report

  • 100 Pages
  • April 2022
  • Region: Global
  • Infinium Global Research
  • ID: 5585043
The report on the global esports market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global esports market to grow with a CAGR of 23.66% over the forecast period from 2021-2027. The study on the esports market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.



The report on esports market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global esports market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global esports market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings


1) Drivers

  • Increasing audience reach and engagement activities.
  • Rising live streaming of games.
  • Increasing infrastructure for the league tournaments.

2) Restraints

  • Some betting of gambling activities have been seen in the esport industries.

3) Opportunities

  • Increasing number of events with large pool prizes.

Research Methodology


A) Primary Research


The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry

The primary research respondents typically include

1. Executives working with leading companies in the market under review
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.

B) Secondary Research


Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.

The secondary sources of the data typically include

1. Company reports and publications
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies

Segment Covered

The global esports market is segmented on the basis of streaming type, revenue stream, and device type.

The Global Esports Market by Streaming Type

  • On Demand
  • Live

The Global Esports Market by Revenue Stream

  • Media Rights
  • Game Publisher Fee
  • Sponsorship
  • Digital Advertisement
  • Tickets and Merchandise

The Global Esports Market by Device Type

  • Smart Phone
  • Smart TV
  • Desktop -laptop-tablets
  • Gaming Console

Company Profiles


The companies covered in the report include
  • Activision Blizzard, Inc.
  • Valve Corporation
  • Tencent Holding Limited
  • Electronic Arts Inc.
  • Gameloft SE
  • Nintendo of America Inc.
  • NVIDIA Corporation

What does this Report Deliver?

1. Comprehensive analysis of the global as well as regional markets of the esports market.
2. Complete coverage of all the segments in the esports market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global esports market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

This product will be delivered within 1-3 business days.

Table of Contents

1. Preface
1.1. Report Description
1.2. Research Methods
1.3. Research Approaches
2. Executive Summary
2.1. Esports Market Highlights
2.2. Esports Market Projection
2.3. Esports Market Regional Highlights
3. Global Esports Market Overview
3.1. Introduction
3.2. Market Dynamics
3.2.1. Drivers
3.2.2. Restraints
3.2.3. Opportunities
3.3. Analysis of COVID-19 impact on the Esports Market
3.4. Porter's Five Forces Analysis
3.5. Growth Matrix Analysis
3.5.1. Growth Matrix Analysis by Streaming Type
3.5.2. Growth Matrix Analysis by Revenue Stream
3.5.3. Growth Matrix Analysis by Device Type
3.5.4. Growth Matrix Analysis by Region
3.6. Value Chain Analysis of Esports Market
4. Esports Market Macro Indicator Analysis
5. Global Esports Market by Streaming Type
5.1. On Demand
5.2. Live
6. Global Esports Market by Revenue Stream
6.1. Media Rights
6.2. Game Publisher Fee
6.3. Sponsorship
6.4. Digital Advertisement
6.5. Tickets and Merchandise
7. Global Esports Market by Device Type
7.1. Smart Phone
7.2. Smart TV
7.3. Desktop -laptop-tablets
7.4. Gaming Console
8. Global Esports Market by Region 2021-2027
8.1. North America
8.1.1. North America Esports Market by Streaming Type
8.1.2. North America Esports Market by Revenue Stream
8.1.3. North America Esports Market by Device Type
8.1.4. North America Esports Market by Country
8.2. Europe
8.2.1. Europe Esports Market by Streaming Type
8.2.2. Europe Esports Market by Revenue Stream
8.2.3. Europe Esports Market by Device Type
8.2.4. Europe Esports Market by Country
8.3. Asia-Pacific
8.3.1. Asia-Pacific Esports Market by Streaming Type
8.3.2. Asia-Pacific Esports Market by Revenue Stream
8.3.3. Asia-Pacific Esports Market by Device Type
8.3.4. Asia-Pacific Esports Market by Country
8.4. RoW
8.4.1. RoW Esports Market by Streaming Type
8.4.2. RoW Esports Market by Revenue Stream
8.4.3. RoW Esports Market by Device Type
8.4.4. RoW Esports Market by Sub-region
9. Company Profiles and Competitive Landscape
9.1. Competitive Landscape in the Global Esports Market
9.2. Companies Profiled
9.2.1. Activision Blizzard, Inc.
9.2.2. Valve Corporation
9.2.3. Tencent Holding Limited
9.2.4. Electronic Arts Inc.
9.2.5. Gameloft SE
9.2.6. Nintendo of America Inc.
9.2.7. NVIDIA Corporation

Companies Mentioned

  • Activision Blizzard, Inc.
  • Valve Corporation
  • Tencent Holding Limited
  • Electronic Arts Inc.
  • Gameloft SE
  • Nintendo of America Inc.
  • NVIDIA Corporation

Table Information