The scope of this report is broad and covers the global markets for esports, which is organized globally to generate various types of revenue streams, ranging from media rights to sponsorships to tickets and merchandise. In this report, the esports market is segmented based on revenue streams, streaming type and region.
The report also offers insights on drivers, challenges and opportunities facing the esports market. These insights were gathered through primary and secondary research. Strategies adopted by companies in the esports market are provided so readers can analyze ongoing trends in the market. COVID-19 has had a massive impact on society since the start of 2020. This report considers the impact of COVID-19 and the economic slowdown it created. With people relying more on technology to pass the time during the period of social distance restrictions, demand for esports increased. It is expected that this demand will continue to increase in the forecast period.
The report also includes a discussion of the major players in each of the regional markets for esports. It explains the major market drivers of the global market for esports, the current trends within the industry and the regional dynamics of the esports market. The report concludes with a special focus on the vendor landscape, which includes detailed profiles of the major vendors in the esports industry globally.
Report Includes
- 61 data tables and 23 additional tables
- An overview of global esports market
- Analyses of global market trends, with data from 2021 and 2022, and projections of compound annual growth rates (CAGRs) through 2027
- Highlights of the market potential for esports market based on revenue stream, streaming type, gaming genre and region
- Analysis of the market dynamics, specifically growth drivers, restraints, and opportunities; and discussion on development of virtual sports and safety issues and frauds related to gaming transactions
- Information on popular esports games and market analysis of target audience
- Detailed description about revenue streams of esports market, i.e., media rights, advertising, tickets and merchandise sales, sponsorships, and publisher fees
- Coverage of esports market landscape and involved parties
- Company profiles of major players within the industry, including Amazon, CJ Corp., Microsoft Corp., Sony Corp. and Tencent Holdings Ltd.
Table of Contents
Chapter 1 Introduction
1.1 Study Goals and Objectives
1.2 Information Sources
1.3 Reasons for Doing this Study
1.4 What's New in this Update?
1.5 Intended Audience
1.6 Scope of Report
1.7 Methodology
1.8 Geographic Breakdown
1.9 Analyst's Credentials
1.10 Custom Research
1.11 Related Research Reports
Chapter 2 Summary and Highlights
Chapter 3 Market Overview
3.1 Introduction
3.2 History of Esports
3.3 Value Chain Analysis of Esports Market
3.4 Standards and Regulations
3.5 Technology Analysis
3.6 Assessment of the Impact of Covid-19 on the Market
Chapter 4 Market Dynamics
4.1 Introduction
4.2 Market Drivers
4.2.1 Rising Popularity of Video Games
4.2.2 Future of Artificial Intelligence (Ai)
4.2.3 Increasing Popularity of Live Streaming
4.2.4 Increase in Demand for Mobile Gaming
4.2.5 Rising Adoption of Esports Platforms
4.3 Market Opportunities
4.3.1 Opportunities for Collaboration Among Different Nations
4.3.2 Opportunities from Regions Such as North America
4.3.3 Educational and Social Opportunities
4.4 Market Challenges
4.4.1 Prevalence of Betting Frauds and Match-Fixing Threats
4.4.2 Sedentary Behavior, Obesity and Cardiovascular Disease
4.4.3 Eye Fatigue and Sleep Deprivation
4.4.4 Lack of Standardization
4.4.5 Problems With Legal Regulations
Chapter 5 Market Breakdown by Revenue Stream
5.1 Introduction
5.2 Media Rights
5.3 Advertising
5.4 Tickets and Merchandise
5.5 Sponsorships
5.6 Publisher Fees
Chapter 6 Market Breakdown by Streaming Type
6.1 Introduction
6.2 Live
6.3 On-Demand
Chapter 7 Market Breakdown by Gaming Genre
7.1 Introduction
7.2 Player Vs. Player (Pvp)
7.3 Multiplayer Online Battle Arena (Moba)
7.4 Real-Time Strategy (Rts)
7.5 First-Person Shooter (Fps)
7.6 Fantasy Sports
Chapter 8 Market Breakdown by Region
8.1 Introduction
8.2 North American Market for Esports
8.2.1 U.S.
8.2.2 Canada
8.2.3 Mexico
8.3 European Market for Esports
8.3.1 Germany
8.3.2 U.K.
8.3.3 France
8.3.4 Rest of Europe
8.4 Asia-Pacific Market for Esports
8.4.1 China
8.4.2 Japan
8.4.3 South Korea
8.4.4 India
8.4.5 Rest of Asia-Pacific
8.5 Row Market for Esports
Chapter 9 Patent Analysis
9.1 Global Esports Patents by Applicant Company
Chapter 10 Competitive Landscape
10.1 Recent Developments
10.2 Most Popular Esports Games
10.3 Market Landscape and Participants
10.4 Target Audience Analysis
Chapter 11 Company Profiles
- Activision Blizzard
- Amazon
- Allied Esports Entertainment
- Bandai Namco Entertainment
- Capcom Co. Ltd.
- Cj Corp.
- Contagious Gaming Inc.
- Douyu
- Electronic Arts Inc.
- Epic Games Inc.
- Faceit
- Gfinity plc
- Gungho Online Entertainment Inc.
- Hi-Rez Studios
- Huya
- Konami Holdings Corp.
- Kuuhubb Inc.
- Mad Catz Interactive Inc.
- Microsoft Corp.
- Modern Times Group
- Plug in Digital
- Sega
- Sony Corp.
- Square Enix Co. Ltd.
- Take-Two Interactive Software Inc.
- Tencent
- The Stars Group Inc.
- Turner Broadcasting System
- Ubisoft Entertainment Sa
- Valve Corp.
- Versus Systems Inc.
- Zynga Inc.
List of Tables
Summary Table: Global Market for Esports, by Region, Through 2027
Table 1: Global Market for Esports, by Revenue Stream, Through 2027
Table 2: Global Market for Esports, by Streaming Type, Through 2027
Table 3: Global Market for Esports, by Gaming Genre, Through 2027
Table 4: Global Market for Esports, by Region, Through 2027
Table 5: Top 5 Popular Esports in U.S., 2021
Table 6: Top 5 Popular Esports in Canada, 2021
Table 7: Top 5 Popular Esports in Mexico, 2021
Table 8: North American Market for Esports, by Country, Through 2027
Table 9: North American Market for Esports, by Revenue Stream, Through 2027
Table 10: North American Market for Esports, by Streaming Type, Through 2027
Table 11: Top 5 Popular Esports in Germany, 2021
Table 12: Top 5 Popular Esports in the U.K, 2021
Table 13: Top 5 Popular Esports in France, 2021
Table 14: European Market for Esports, by Country, Through 2027
Table 15: European Market for Esports, by Revenue Stream, Through 2027
Table 16: European Market for Esports, by Streaming Type, Through 2027
Table 17: Top 5 Popular Esports in China, 2021
Table 18: Top 5 Popular Esports in Japan, 2021
Table 19: Top 5 Popular Esports in South Korea, 2021
Table 20: Top 5 Popular Esports in India, 2021
Table 21: Asia-Pacific Market for Esports, by Country/Region, Through 2027
Table 22: Asia-Pacific Market for Esports, by Revenue Stream, Through 2027
Table 23: Asia-Pacific Market for Esports, by Streaming Type, Through 2027
Table 24: RoW Market for Esports, by Sub-Region, Through 2027
Table 25: RoW Market for Esports, by Revenue Stream, Through 2027
Table 26: RoW Market for Esports, by Streaming Type, Through 2027
Table 27: Global Esports Patents, by Applicant Company
Table 28: Recent Developments in the Esports Market, 2021 and 2022
Table 29: Biggest Esports Games with Total Prize Money, 2022
Table 30: Number of Viewers of the Biggest Esports Games for the Most Popular Tournaments, 2022
Table 31: Top 10 Professional Esports Companies, by Their Revenue and Value, 2021
Table 32: Top 7 Most Watched Esports Games on Twitch, 2021
Table 33: Top Esports Games Developers and Their Most Popular Game Franchises, 2022
Table 34: Top 10 Esports Games, by Player Participation and Number of Tournaments, 2022
Table 35: Activision Blizzard Inc.: Net Revenue, 2019-2021
Table 36: Amazon: Net Revenue, 2019-2021
Table 37: Allied Esports & Entertainment Inc.: Net Revenue, 2019-2021
Table 38: Bandai Namco Group: Net Revenue, 2019-2021
Table 39: Capcom Co. Ltd.: Net Revenue, 2019-2021
Table 40: CJ Corp.: Recent Financial Performance, Through 2021
Table 41: Electronic Arts Inc.: Net Revenue, 2019-2021
Table 42: Epic Games Inc.: Products and Services
Table 43: Gfinity plc: Recent Financial Performance, 2019-2021
Table 44: GungHo Online Entertainment Inc.: Recent Financial Performance, 2019-2021
Table 45: Konami Holdings Corp.: Net Revenue, 2019-2021
Table 46: Microsoft Corp.: Net Revenue, 2019-2021
Table 47: Modern Times Group: Recent Financial Performance, 2019-2021
Table 48: Sega: Recent Financial Performance, 2019-2021
Table 49: Sony Corp.: Net Revenue, 2020-2022
Table 50: Square Enix Holdings Co. Ltd.: Net Revenue, 2019-2021
Table 51: Take-Two Interactive Software Inc.: Net Revenue, 2019-2021
Table 52: Tencent Holdings Ltd.: Net Revenue, 2019-2021
Table 53: Ubisoft Entertainment SA: Net Revenue, 2019-2021
Table 54: Zynga Inc.: Recent Financial Performance, 2019-2021
List of Figures
Summary Figure: Global Market Shares of Esports, by Region, 2021*
Figure 1: Value Chain Analysis of Esports Market
Figure 2: Global Market Shares of Esports, by Revenue Stream, 2021
Figure 3: Global Market Shares of Esports, by Streaming Type, 2021
Figure 4: Global Market Shares of Esports, by Gaming Genre, 2021
Figure 5: Global Market Shares of Esports, by Region, 2021
Figure 6: Esports Patents Published and Granted by Year, 2018-2022
Figure 7: Global Esports Audience Breakdown, by Age Group, 2021
Figure 8: Activision Blizzard Inc.: Sales Share, by Business Segment, 2021
Figure 9: Activision Blizzard Inc.: Sales Share, by Distribution Channel, 2021
Figure 10: Amazon: Revenue Share, by Segment, 2021
Figure 11: Amazon: Revenue Share, by Region, 2021
Figure 12: Allied Esports & Entertainment Inc.: Revenue Share, by Segment, 2021
Figure 13: Bandai Namco Group: Sales Share, by Business Segment, 2021
Figure 14: Bandai Namco Group: Sales Share, by Region/Country, 2021
Figure 15: Capcom Co. Ltd.: Sales Share, by Business Segment, 2021
Figure 16: CJ Corp.: Revenue Share, by Country, 2021
Figure 17: Electronic Arts Inc.: Revenue Share, by Business Composition, 2021
Figure 18: Electronic Arts Inc.: Revenue Share, by Platform, 2021
Figure 19: Electronic Arts Inc.: Revenue Share, by Region, 2021
Figure 20: Gfinity plc: Revenue Share, by Business Segment, 2021
Figure 21: Gfinity plc: Revenue Share, by Region, 2021
Figure 22: GungHo Online Entertainment Inc.: Revenue Share, by Region, 2021
Figure 23: Konami Holdings Corp.: Revenue Share, by Business Segment, 2021
Figure 24: Konami Holdings Corp.: Revenue Share, by Region/Country, 2021
Figure 25: Microsoft Corp.: Sales Share, by Business Segment, 2021
Figure 26: Modern Times Group: Revenue Share, by Segment, 2021
Figure 27: Modern Times Group: Revenue Share, by Region, 2021
Figure 28: Sega: Revenue Share, by Segment, 2021
Figure 29: Sega: Revenue Share, by Region, 2021
Figure 30: Sony Corp.: Revenue Share, by Business Segment, 2022
Figure 31: Sony Corp.: Revenue Share, by Region/Country, 2021
Figure 32: Square Enix Holdings Co. Ltd.: Revenue Share, by Business Segment, 2021
Figure 33: Take-Two Interactive Software Inc.: Revenue Share, by Gaming Platform, 2021
Figure 34: Take-Two Interactive Software Inc.: Revenue Share, by Region/Country, 2021
Figure 35: Tencent Holdings Ltd.: Revenue Share, by Business Segment, 2021
Figure 36: Tencent Holdings Ltd.: Revenue Share, by Region, 2021
Figure 37: Ubisoft Entertainment SA: Revenue Share, by Platform, 2021
Figure 38: Ubisoft Entertainment SA: Revenue Share, by Distribution Channel, 2021
Figure 39: Ubisoft Entertainment SA: Revenue Share, by Region/Country, 2021
Figure 40: Zynga Inc.: Revenue Share, by Segment, 2021
Figure 41: Zynga Inc.: Revenue Share, by Region, 2021
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Executive Summary
Esports has become a lucrative industry in recent years, generating millions of dollars in revenue. It has turned online gaming into a spectator sport. This popularity has allowed it to function like other professional sports leagues: operators pay players in exchange for their participation; operators are paid by distributors in exchange for the rights to broadcast the game and by the public in exchange for viewer access. Also, like other sports and industries, esports are popular with advertisers and merchandisers with games.
The esports trend has become so widespread in recent years that games can often be viewed at an organized arena event. Thus, esports have the potential to become an even more influential brand platform than traditional sports. During the broadcast, streamers are willing to wear, consume and promote the sponsor’s products. Esports fans can, however, achieve a level of intimacy with their favorite players and teams that traditional sports can’t match with live chat, contests and exclusive materials. As a fully digital sport, esports have attracted the attention of an increasing number of media companies, which have increased their coverage of esports tournaments. For instance, Turner Broadcasting System, WME/IMG and ESPN have begun broadcasting esports and covering more esports tournaments. The increasing media coverage of esports tournaments is expected to increase viewership and thus propel the esports industry forward in the coming years.
The global gaming industry is rapidly changing with technological advancements, new business models and greater regulation. Over the past decade, the market for esports or competitive gaming (as it is also known) has also grown across the world. The esports audience size has increased yearly from 2019 to 2021. The most popular esports games include League of Legends, Counter-Strike: Global Offensive (CS: GO), Mobile legends: Bang Bang, Dota 2, PUBG mobile, Overwatch and Hearthstone, among others.
Some of the major factors driving growth of esports market include steady rise in the number of gamers, increased innovation in game design, increased interest in esports, the advancement of augmented reality (AR) and virtual reality (VR), and future turning towards the Metaverse. Nevertheless, esports market growth is being hampered by legal frameworks and game addiction regulations.
In this report, the global esports market is segmented based on gaming genre into the following categories: player vs player (PvP), multiplayer online battle arena (MOBA), real-time strategy (RTS), firstperson shooter (FPS) and fantasy sports. Games in the first-person shooter (FPS) segment such as Doom Eternal, Fortnite, Call of Duty: Modern Warfare, Valorant, Escape from Tarkov, CS: GO and others are the most popular as they test the reflexes, reaction speed and hand-eye coordination of players. The next most popular genre is multiplayer online battle arena, as they are effective in promoting having fun, being comfortable and enjoying time with friends and family while playing in a competitive game.
Companies Mentioned
- Activision Blizzard
- Amazon
- Allied Esports Entertainment
- Bandai Namco Entertainment
- Capcom Co. Ltd.
- Cj Corp.
- Contagious Gaming Inc.
- Douyu
- Electronic Arts Inc.
- Epic Games Inc.
- Faceit
- Gfinity plc
- Gungho Online Entertainment Inc.
- Hi-Rez Studios
- Huya
- Konami Holdings Corp.
- Kuuhubb Inc.
- Mad Catz Interactive Inc.
- Microsoft Corp.
- Modern Times Group
- Plug in Digital
- Sega
- Sony Corp.
- Square Enix Co. Ltd.
- Take-Two Interactive Software Inc.
- Tencent
- The Stars Group Inc.
- Turner Broadcasting System
- Ubisoft Entertainment Sa
- Valve Corp.
- Versus Systems Inc.
- Zynga Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 112 |
Published | February 2023 |
Forecast Period | 2022 - 2027 |
Estimated Market Value ( USD | $ 1.3 Billion |
Forecasted Market Value ( USD | $ 3 Billion |
Compound Annual Growth Rate | 17.5% |
Regions Covered | Global |
No. of Companies Mentioned | 32 |