Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global E-sports Market by Type (Online Competition, Offline Competition), By Application (Professional, Amateur) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global E-sports Market by Type (Online Competition, Offline Competition), By Application (Professional, Amateur) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 326031 4200 Service & Software 377 145 Pages 4.9 (43)
                                          

Market Overview:


The global e-sports market is expected to grow at a CAGR of 16.5% from 2018 to 2030. The market growth is attributed to the increasing popularity of e-sports, rising number of online gamers, and growing investment by game publishers in the development of new games specifically for e-sports. Based on type, the global e-sports market can be segmented into online competition and offline competition. Offline competition held tournaments in physical venues such as stadiums or convention centers, while online competitions are hosted on dedicated platforms such as Twitch or YouTube Gaming. Offline competitions are generally more popular than online competitions; however, with the increasing penetration of broadband internet and improvement in streaming technologies, online competitions are gaining traction among gamers worldwide. Based on application, the global e-sports market can be segmented into professional and amateur segments. The professional segment includes players who participate in tournaments for cash prizes or other rewards whereas amateur players compete against each other for fun or bragging rights only. Professional players tend to earn a living through prize money and sponsorships whereas amateur players usually do not receive any financial compensation for their participation in tournaments/leagues except for small prize money pools offered by some organizers/publishers occasionally.


Global E-sports Industry Outlook


Product Definition:


E-sports is a term used to describe competitive video gaming. The importance of E-sports is that it provides an opportunity for players to compete at a high level and potentially make a career out of their skills.


Online Competition:


Online Competition is a competition between two or more individuals, which takes place over the internet. It can be in the form of individual games, league matches or tournaments. The online competition market has been growing at a rapid rate and it's expected to grow even faster in near future due to increasing number of gamers around the globe. In addition, rising popularity and adoption of e-sports as professional sports are further expected to drive this market growth over the forecast period from 2015 - 2022.


Offline Competition:


Offline competition is any competition or event that takes place in a physical location and can be attended by the public. The most common types of offline competitions are sports events, beauty pageants, talent shows, and car racing events. E-sports also falls under this category as it has been categorized as a sport.


Application Insights:


The professional segment held the largest share of over 70.0% in 2017. Professional e-sports athletes earn their living through e-sports competitions and advertising campaigns by gaming companies or private investors. The rising popularity of online games, such as League of Legends, Hearthstone, Overwatch among others has led to an increase in the number of professional players which eventually increased revenue generation for leagues and tournament organizers across the world.


The amateur segment is expected to witness significant growth over the forecast period due to increasing participation levels from countries like India, Brazil and China where internet penetration rates are high enough for gamers to access competitive gaming at a national level or city level through organized tournaments with cash prizes attached on a regular basis which will eventually boost overall industry size globally by 2030.


Regional Insights Asia Pacific was estimated as dominant region with a market worth exceeding USD 250 million in 2017 owing to presence of major game developers.


Regional Analysis:


Asia Pacific dominated the global market in 2017. The region is expected to continue its dominance over the forecast period as well due to increasing internet penetration and rising disposable income of consumers. China has emerged as a major e-sports hub, owing to government initiatives encouraging people to participate in sports activities and events through online qualifiers rather than traveling long distances for attending such events physically. In addition, growing popularity of online games among Chinese youth is another factor boosting regional growth.


North America also accounted for a significant share in the global market space owing to presence of prominent players operating within region coupled with high adoption rate of advanced technologies by gamers across U.S.


Growth Factors:


  • Increased investment in E-sports by game publishers and broadcasters, as well as venture capitalists and other investors.
  • Growing interest in E-sports among sponsors, including consumer brands and technology companies.
  • Proliferation of streaming platforms that provide a better user experience for watching E-sports competitions and content, as well as opportunities for viewers to interact with each other and the players/commentators.
  • Increasing professionalism of the industry, including the development of standards for player compensation, tournament organization, etc., which will attract more top players and help to legitimize E-sports in the eyes of traditional sports fans/viewers.
  • Expansion into new markets around the world, especially regions where there is a large population of gamers (e..g Asia)

Scope Of The Report

Report Attributes

Report Details

Report Title

E-sports Market Research Report

By Type

Online Competition, Offline Competition

By Application

Professional, Amateur

By Companies

YouTube Gaming, Facebook, Twitch, Snapchat, TikTok, Mixer, ESL Play, Tencent, NetEase, bilibili, Kwai, Huomao

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

145

Number of Tables & Figures

102

Customization Available

Yes, the report can be customized as per your need.


Global E-sports Market Report Segments:

The global E-sports market is segmented on the basis of:

Types

Online Competition, Offline Competition

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Professional, Amateur

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. YouTube Gaming
  2. Facebook
  3. Twitch
  4. Snapchat
  5. TikTok
  6. Mixer
  7. ESL Play
  8. Tencent
  9. NetEase
  10. bilibili
  11. Kwai
  12. Huomao

Global E-sports Market Overview


Highlights of The E-sports Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Online Competition
    2. Offline Competition
  1. By Application:

    1. Professional
    2. Amateur
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the E-sports Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global E-sports Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


E-sports is a term used to describe competitive video gaming. It typically refers to professional competitions in which teams of players compete against each other in games such as League of Legends, Dota 2, and StarCraft II.

Some of the major players in the e-sports market are YouTube Gaming, Facebook, Twitch, Snapchat, TikTok, Mixer, ESL Play, Tencent, NetEase, bilibili, Kwai, Huomao.

The e-sports market is expected to grow at a compound annual growth rate of 16.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 E-sports Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 E-sports Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 E-sports Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the E-sports Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global E-sports Market Size & Forecast, 2020-2028       4.5.1 E-sports Market Size and Y-o-Y Growth       4.5.2 E-sports Market Absolute $ Opportunity

Chapter 5 Global  Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2  Market Size Forecast by Type
      5.2.1 Online Competition
      5.2.2 Offline Competition
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2  Market Size Forecast by Applications
      6.2.1 Professional
      6.2.2 Amateur
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global E-sports Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 E-sports Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America  Analysis and Forecast
   9.1 Introduction
   9.2 North America  Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America  Market Size Forecast by Type
      9.6.1 Online Competition
      9.6.2 Offline Competition
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America  Market Size Forecast by Applications
      9.10.1 Professional
      9.10.2 Amateur
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe  Market Size Forecast by Type
      10.6.1 Online Competition
      10.6.2 Offline Competition
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe  Market Size Forecast by Applications
      10.10.1 Professional
      10.10.2 Amateur
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific  Market Size Forecast by Type
      11.6.1 Online Competition
      11.6.2 Offline Competition
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific  Market Size Forecast by Applications
      11.10.1 Professional
      11.10.2 Amateur
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America  Market Size Forecast by Type
      12.6.1 Online Competition
      12.6.2 Offline Competition
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America  Market Size Forecast by Applications
      12.10.1 Professional
      12.10.2 Amateur
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA)  Market Size Forecast by Type
      13.6.1 Online Competition
      13.6.2 Offline Competition
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA)  Market Size Forecast by Applications
      13.10.1 Professional
      13.10.2 Amateur
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 E-sports Market: Competitive Dashboard
   14.2 Global E-sports Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 YouTube Gaming
      14.3.2 Facebook
      14.3.3 Twitch
      14.3.4 Snapchat
      14.3.5 TikTok
      14.3.6 Mixer
      14.3.7 ESL Play
      14.3.8 Tencent
      14.3.9 NetEase
      14.3.10 bilibili
      14.3.11 Kwai
      14.3.12 Huomao

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