Esports Market Size and Forecasts (2021 - 2031), Global and Regional Share, Trends, and Growth Opportunity Analysis

Coverage: Esports Market covers analysis By Revenue Stream (Media Rights, Tickets and Merchandise, Sponsorships and Direct Advertisements, Publisher Fees); Game Type (Arcade Games, Video Games, Others) , and Geography (North America, Europe, Asia Pacific, and South and Central America)

  • Report Code : TIPRE00008051
  • Category : Technology, Media and Telecommunications
  • No. of Pages : 150
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Esports Market Size and Forecasts (2021 - 2031), Global and Regional Share, Trends, and Growth Opportunity Analysis

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MARKET OVERVIEW

Esports is a sports competition using video games. Esports often take the form of organized, multiplayer video game competitions. YouTube and Twitch have become central to driving the Esports market. The increasing popularity of video games across the globe and growing awareness about Esports are the significant factors that are driving the growth of the Esports market. Younger generations are highly connected to the internet and technology. This has paved the way for online gaming activities, which also propel the growth of the Esports market. Peoples are now taking a huge interest in Esports and investing their money and time in it. Moreover, growing awareness about Esports and peer-to-peer sharing has also accelerated the growth of the Esports market.

MARKET SCOPE

The "Global Esports Market Analysis to 2031" is a specialized and in-depth study with a special focus on the global market trend analysis. The report aims to provide an overview of the esports market with detailed market segmentation by revenue stream, game type, and geography. The report provides key statistics on the market status of the leading esports market players and offers key trends and opportunities in the market.

MARKET SEGMENTATION

  •   Based on revenue stream, the global esports market is segmented into media rights, tickets and merchandise, sponsorships and direct advertisements, and publisher fees.
  •   on the basis of game type, the market is segmented into arcade games, video games, and others.

MARKET DYNAMICS
Drivers:

  •   Esports has the potential to be a more powerful branding medium than traditional sports because of the interactivity of streaming, hence, boosting the demand for the Esports market. Advancements in gaming technologies, increase in awareness about Esports due to attention given by worldwide publishers, investors, and broadcasters, which also fuels the growth of the Esports market.
  •   Growing number of events with large prize pools is a new trend seen in the Esports market that is further fueling the growth of the Esports market.
  •   An increase in the number of esports enthusiast has foreseen during the last three years and is expected to increase in the upcoming year that drives the growth of the Esports market.

Restraints:

  •   Concerns related to piracy may hinder the growth of the esports market.


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REGIONAL FRAMEWORK


The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global market based on various segments. It also provides market size and forecast estimates from the year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), the Middle East and Africa (MEA), and South America. The esports market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.

The report analyzes factors affecting the market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA, and South America after evaluating political, economic, social and technological factors affecting the esports market in these regions.

IMPACT OF COVID-19 ON ESPORTS MARKET

COVID-19 first began in Wuhan (China) during December 2019 and since then it has spread at a fast pace across the globe. The US, India, Brazil, Russia, France, the UK, Turkey, Italy, and Spain are some of the worst affected countries in terms confirmed cases and reported deaths. The COVID-19 has been affecting economies and industries in various countries due to lockdowns, travel bans, and business shutdowns. Shutdown of various plants and factories has affected the global supply chains and negatively impacted the manufacturing, delivery schedules, and sales of products in global market. Few companies have already announced possible delays in product deliveries and slump in future sales of their products. In addition to this, the global travel bans imposed by countries in Europe, Asia-Pacific, and North America are affecting the business collaborations and partnerships opportunities.

World Geography

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  • Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.
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MARKET PLAYERS


The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global market based on various segments. It also provides market size and forecast estimates from the year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), the Middle East and Africa (MEA), and South America. The esports market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.

The report analyzes factors affecting the market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA, and South America after evaluating political, economic, social and technological factors affecting the esports market in these regions.

IMPACT OF COVID-19 ON ESPORTS MARKET

COVID-19 first began in Wuhan (China) during December 2019 and since then it has spread at a fast pace across the globe. The US, India, Brazil, Russia, France, the UK, Turkey, Italy, and Spain are some of the worst affected countries in terms confirmed cases and reported deaths. The COVID-19 has been affecting economies and industries in various countries due to lockdowns, travel bans, and business shutdowns. Shutdown of various plants and factories has affected the global supply chains and negatively impacted the manufacturing, delivery schedules, and sales of products in global market. Few companies have already announced possible delays in product deliveries and slump in future sales of their products. In addition to this, the global travel bans imposed by countries in Europe, Asia-Pacific, and North America are affecting the business collaborations and partnerships opportunities.

MARKET PLAYERS

The report covers key developments in the esports market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for the expansion of business and customer base of market players. The market players from esports market are anticipated to lucrative growth opportunities in the future with the rising demand in the global market.

The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the esports market. In addition, the report focuses on leading industry players with information such as company profiles, components, and services offered, financial information of the last 3 years, the key development in the past five years.

  •   Activision Blizzard
  •   CJ Corporation
  •   Electronic Arts
  •   Faceit
  •   Gfinity
  •   Modern Times Group MTG AB
  •   Namko Ltd.
  •   Nintendo
  •   Turner Broadcasting System
  •   Valve Corporation
The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.
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Report Coverage
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

This text is related
to segments covered.

Regional Scope
Regional Scope

North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Country Scope

This text is related
to country scope.

TABLE OF CONTENTS

1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1 Esports Market - By Revenue Stream
1.3.2 Esports Market - By Game Type
1.3.3 Esports Market - By Region
1.3.3.1 By Country

2. KEY TAKEAWAYS

3. RESEARCH METHODOLOGY

4. ESPORTS MARKET LANDSCAPE
4.1. OVERVIEW
4.2. PORTER'S FIVE FORCES ANALYSIS
4.2.1 Bargaining Power of Buyers
4.2.1 Bargaining Power of Suppliers
4.2.1 Threat of Substitute
4.2.1 Threat of New Entrants
4.2.1 Competitive Rivalry
4.3. ECOSYSTEM ANALYSIS
4.4. EXPERT OPINIONS

5. ESPORTS MARKET - KEY MARKET DYNAMICS
5.1. KEY MARKET DRIVERS
5.2. KEY MARKET RESTRAINTS
5.3. KEY MARKET OPPORTUNITIES
5.4. FUTURE TRENDS
5.5. IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS

6. ESPORTS MARKET - GLOBAL MARKET ANALYSIS
6.1. ESPORTS - GLOBAL MARKET OVERVIEW
6.2. ESPORTS - GLOBAL MARKET AND FORECAST TO 2027
6.3. MARKET POSITIONING/MARKET SHARE

7. ESPORTS MARKET - REVENUE AND FORECASTS TO 2027 - REVENUE STREAM
7.1. OVERVIEW
7.2. REVENUE STREAM MARKET FORECASTS AND ANALYSIS
7.3. MEDIA RIGHTS
7.3.1. Overview
7.3.2. Media Rights Market Forecast and Analysis
7.4. TICKETS AND MERCHANDISE
7.4.1. Overview
7.4.2. Tickets and Merchandise Market Forecast and Analysis
7.5. SPONSORSHIPS AND DIRECT ADVERTISEMENTS
7.5.1. Overview
7.5.2. Sponsorships and Direct Advertisements Market Forecast and Analysis
7.6. PUBLISHER FEES
7.6.1. Overview
7.6.2. Publisher Fees Market Forecast and Analysis
8. ESPORTS MARKET - REVENUE AND FORECASTS TO 2027 - GAME TYPE
8.1. OVERVIEW
8.2. GAME TYPE MARKET FORECASTS AND ANALYSIS
8.3. ARCADE GAMES
8.3.1. Overview
8.3.2. Arcade Games Market Forecast and Analysis
8.4. VIDEO GAMES
8.4.1. Overview
8.4.2. Video Games Market Forecast and Analysis
8.5. OTHERS
8.5.1. Overview
8.5.2. Others Market Forecast and Analysis

9. ESPORTS MARKET REVENUE AND FORECASTS TO 2027 - GEOGRAPHICAL ANALYSIS
9.1. NORTH AMERICA
9.1.1 North America Esports Market Overview
9.1.2 North America Esports Market Forecasts and Analysis
9.1.3 North America Esports Market Forecasts and Analysis - By Revenue Stream
9.1.4 North America Esports Market Forecasts and Analysis - By Game Type
9.1.5 North America Esports Market Forecasts and Analysis - By Countries
9.1.5.1 United States Esports Market
9.1.5.1.1 United States Esports Market by Revenue Stream
9.1.5.1.2 United States Esports Market by Game Type
9.1.5.2 Canada Esports Market
9.1.5.2.1 Canada Esports Market by Revenue Stream
9.1.5.2.2 Canada Esports Market by Game Type
9.1.5.3 Mexico Esports Market
9.1.5.3.1 Mexico Esports Market by Revenue Stream
9.1.5.3.2 Mexico Esports Market by Game Type
9.2. EUROPE
9.2.1 Europe Esports Market Overview
9.2.2 Europe Esports Market Forecasts and Analysis
9.2.3 Europe Esports Market Forecasts and Analysis - By Revenue Stream
9.2.4 Europe Esports Market Forecasts and Analysis - By Game Type
9.2.5 Europe Esports Market Forecasts and Analysis - By Countries
9.2.5.1 Germany Esports Market
9.2.5.1.1 Germany Esports Market by Revenue Stream
9.2.5.1.2 Germany Esports Market by Game Type
9.2.5.2 France Esports Market
9.2.5.2.1 France Esports Market by Revenue Stream
9.2.5.2.2 France Esports Market by Game Type
9.2.5.3 Italy Esports Market
9.2.5.3.1 Italy Esports Market by Revenue Stream
9.2.5.3.2 Italy Esports Market by Game Type
9.2.5.4 United Kingdom Esports Market
9.2.5.4.1 United Kingdom Esports Market by Revenue Stream
9.2.5.4.2 United Kingdom Esports Market by Game Type
9.2.5.5 Russia Esports Market
9.2.5.5.1 Russia Esports Market by Revenue Stream
9.2.5.5.2 Russia Esports Market by Game Type
9.2.5.6 Rest of Europe Esports Market
9.2.5.6.1 Rest of Europe Esports Market by Revenue Stream
9.2.5.6.2 Rest of Europe Esports Market by Game Type
9.3. ASIA-PACIFIC
9.3.1 Asia-Pacific Esports Market Overview
9.3.2 Asia-Pacific Esports Market Forecasts and Analysis
9.3.3 Asia-Pacific Esports Market Forecasts and Analysis - By Revenue Stream
9.3.4 Asia-Pacific Esports Market Forecasts and Analysis - By Game Type
9.3.5 Asia-Pacific Esports Market Forecasts and Analysis - By Countries
9.3.5.1 Australia Esports Market
9.3.5.1.1 Australia Esports Market by Revenue Stream
9.3.5.1.2 Australia Esports Market by Game Type
9.3.5.2 China Esports Market
9.3.5.2.1 China Esports Market by Revenue Stream
9.3.5.2.2 China Esports Market by Game Type
9.3.5.3 India Esports Market
9.3.5.3.1 India Esports Market by Revenue Stream
9.3.5.3.2 India Esports Market by Game Type
9.3.5.4 Japan Esports Market
9.3.5.4.1 Japan Esports Market by Revenue Stream
9.3.5.4.2 Japan Esports Market by Game Type
9.3.5.5 South Korea Esports Market
9.3.5.5.1 South Korea Esports Market by Revenue Stream
9.3.5.5.2 South Korea Esports Market by Game Type
9.3.5.6 Rest of Asia-Pacific Esports Market
9.3.5.6.1 Rest of Asia-Pacific Esports Market by Revenue Stream
9.3.5.6.2 Rest of Asia-Pacific Esports Market by Game Type
9.4. MIDDLE EAST AND AFRICA
9.4.1 Middle East and Africa Esports Market Overview
9.4.2 Middle East and Africa Esports Market Forecasts and Analysis
9.4.3 Middle East and Africa Esports Market Forecasts and Analysis - By Revenue Stream
9.4.4 Middle East and Africa Esports Market Forecasts and Analysis - By Game Type
9.4.5 Middle East and Africa Esports Market Forecasts and Analysis - By Countries
9.4.5.1 South Africa Esports Market
9.4.5.1.1 South Africa Esports Market by Revenue Stream
9.4.5.1.2 South Africa Esports Market by Game Type
9.4.5.2 Saudi Arabia Esports Market
9.4.5.2.1 Saudi Arabia Esports Market by Revenue Stream
9.4.5.2.2 Saudi Arabia Esports Market by Game Type
9.4.5.3 U.A.E Esports Market
9.4.5.3.1 U.A.E Esports Market by Revenue Stream
9.4.5.3.2 U.A.E Esports Market by Game Type
9.4.5.4 Rest of Middle East and Africa Esports Market
9.4.5.4.1 Rest of Middle East and Africa Esports Market by Revenue Stream
9.4.5.4.2 Rest of Middle East and Africa Esports Market by Game Type
9.5. SOUTH AND CENTRAL AMERICA
9.5.1 South and Central America Esports Market Overview
9.5.2 South and Central America Esports Market Forecasts and Analysis
9.5.3 South and Central America Esports Market Forecasts and Analysis - By Revenue Stream
9.5.4 South and Central America Esports Market Forecasts and Analysis - By Game Type
9.5.5 South and Central America Esports Market Forecasts and Analysis - By Countries
9.5.5.1 Brazil Esports Market
9.5.5.1.1 Brazil Esports Market by Revenue Stream
9.5.5.1.2 Brazil Esports Market by Game Type
9.5.5.2 Argentina Esports Market
9.5.5.2.1 Argentina Esports Market by Revenue Stream
9.5.5.2.2 Argentina Esports Market by Game Type
9.5.5.3 Rest of South and Central America Esports Market
9.5.5.3.1 Rest of South and Central America Esports Market by Revenue Stream
9.5.5.3.2 Rest of South and Central America Esports Market by Game Type

10. INDUSTRY LANDSCAPE
10.1. MERGERS AND ACQUISITIONS
10.2. AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
10.3. NEW PRODUCT LAUNCHES
10.4. EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS

11. ESPORTS MARKET, KEY COMPANY PROFILES
11.1. ACTIVISION BLIZZARD
11.1.1. Key Facts
11.1.2. Business Description
11.1.3. Products and Services
11.1.4. Financial Overview
11.1.5. SWOT Analysis
11.1.6. Key Developments
11.2. CJ CORPORATION
11.2.1. Key Facts
11.2.2. Business Description
11.2.3. Products and Services
11.2.4. Financial Overview
11.2.5. SWOT Analysis
11.2.6. Key Developments
11.3. ELECTRONIC ARTS
11.3.1. Key Facts
11.3.2. Business Description
11.3.3. Products and Services
11.3.4. Financial Overview
11.3.5. SWOT Analysis
11.3.6. Key Developments
11.4. FACEIT
11.4.1. Key Facts
11.4.2. Business Description
11.4.3. Products and Services
11.4.4. Financial Overview
11.4.5. SWOT Analysis
11.4.6. Key Developments
11.5. GFINITY
11.5.1. Key Facts
11.5.2. Business Description
11.5.3. Products and Services
11.5.4. Financial Overview
11.5.5. SWOT Analysis
11.5.6. Key Developments
11.6. MODERN TIMES GROUP MTG AB
11.6.1. Key Facts
11.6.2. Business Description
11.6.3. Products and Services
11.6.4. Financial Overview
11.6.5. SWOT Analysis
11.6.6. Key Developments
11.7. NAMKO LTD.
11.7.1. Key Facts
11.7.2. Business Description
11.7.3. Products and Services
11.7.4. Financial Overview
11.7.5. SWOT Analysis
11.7.6. Key Developments
11.8. NINTENDO
11.8.1. Key Facts
11.8.2. Business Description
11.8.3. Products and Services
11.8.4. Financial Overview
11.8.5. SWOT Analysis
11.8.6. Key Developments
11.9. TURNER BROADCASTING SYSTEM
11.9.1. Key Facts
11.9.2. Business Description
11.9.3. Products and Services
11.9.4. Financial Overview
11.9.5. SWOT Analysis
11.9.6. Key Developments
11.10. VALVE CORPORATION
11.10.1. Key Facts
11.10.2. Business Description
11.10.3. Products and Services
11.10.4. Financial Overview
11.10.5. SWOT Analysis
11.10.6. Key Developments

12. APPENDIX
12.1. ABOUT THE INSIGHT PARTNERS
12.2. GLOSSARY OF TERMS
The List of Companies

1. Activision Blizzard
2. CJ Corporation
3. Electronic Arts
4. Faceit
5. Gfinity
6. Modern Times Group MTG AB
7. Namko Ltd.
8. Nintendo
9. Turner Broadcasting System
10. Valve Corporation

The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.

  1. Data Collection and Secondary Research:

As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.

Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.

  1. Primary Research:

The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.

For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.

A typical research interview fulfils the following functions:

  • Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
  • Validates and strengthens in-house secondary research findings
  • Develops the analysis team’s expertise and market understanding

Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:

  • Industry participants: VPs, business development managers, market intelligence managers and national sales managers
  • Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.

Below is the breakup of our primary respondents by company, designation, and region:

Research Methodology

Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.

  1. Data Analysis:

Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.

  • 3.1 Macro-Economic Factor Analysis:

We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.

  • 3.2 Country Level Data:

Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.

  • 3.3 Company Profile:

The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.

  • 3.4 Developing Base Number:

Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.

  1. Data Triangulation and Final Review:

The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.

We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.

We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.

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