Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Electronic Sports (eSports) Market by Type (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, Publisher Fees, Others), By Application (Online, Offline) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Electronic Sports (eSports) Market by Type (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, Publisher Fees, Others), By Application (Online, Offline) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 240806 4200 Service & Software 377 234 Pages 4.6 (34)
                                          

Market Overview:


The global electronic sports (eSports) market is expected to grow from USD 926.0 million in 2018 to USD 3,521.0 million by 2030, at a CAGR of 18.8% during the forecast period. The growth of the market can be attributed to the increasing popularity of eSports among youths and rising number of tournaments worldwide. In addition, the growing demand for media rights (subscription & online advertisement), tickets and merchandise, and sponsorship & direct advertisement is also contributing to the growth of the global eSports market. Based on type, in 2018, media rights (subscription & online advertisement) accounted for the largest share ofthe global eSportsmarket. This segment is expected to continue its dominance duringthe forecast period owingtoincreasing demand for live streaming servicesof tournamentsand matches globally .


Global Electronic Sports (eSports) Industry Outlook


Product Definition:


Media Rights (Subscription & Online Advertisement):


Media rights (subscription and online advertisement) is a business model, which involves the acquisition of media rights by publishers or other content producers to promote and advertise their products. In recent times, the market has witnessed significant growth owing to growing consumer demand for digital media. The rapid shift from traditional broadcasting towards digital platforms has led to an increase in the number of consumers that consume media content via various devices such as tablets, smartphones, computers etc.


Tickets and Merchandise:


The global tickets and merchandise market was valued at USD 1.91 billion in 2016 and is expected to grow at a CAGR of XX% over the forecast period. Increasing consumer disposable income, growing popularity of sports events organized by companies such as The Coca-Cola Company, PepsiCo Inc., and Nike Inc., are some of the key factors driving industry growth.


Application Insights:


The offline segment dominated the global eSports market in 2017, accounting for over 60% of the overall revenue. Offline leagues and tournaments are held between professional players or teams that play video games such as League of Legends, Dota 2, CS:GO. The most popular eSport titles have a huge fan base which is engaged in watching competitive gaming live from around the world. This has led to an increase in demand for spectating eSports matches and also created opportunities for advertising during these events.


eSports leagues organized by game publishers attract a lot of attention from both media rights holders and fans due to increased exposure & popularity among all age groups including kids & teens along with commercialization through various sponsorships deals & advertisements by major companies such as Adidas, HP etc., Spectators watch these competitions online as well as on television sets where available sports channels broadcast them which drives viewership data further increasing its potential market size each year since 2015-16 when it was introduced into mainstream media consciousness globally.


Regional Analysis:


North America dominated the global market in terms of revenue share in 2017. The region is expected to continue its dominance over the forecast period, with a significant increase in revenue share from 38.1% to 44.0%. This can be attributed to rising online audiences and increasing adoption of electronic sports as a professional sport by countries such as the U.S., China, and Japan among others across the globe.


Asia Pacific is anticipated to register at a CAGR of XX% during the forecast period owing to growing popularity for e-sports events organized across countries such as China, Japan, South Korea, India among others across Asia Pacific region on an international level which has led it rise up through various leagues and tournaments held all around world including League Of Legends Championship Series (LOL LCS), Overwatch League (OWL), StarCraft II World Championship Series (SC2WCS) among many other competitions hosted worldwide that are considered eSports events or championships held annually since 2012 until present day 2018).


Growth Factors:


  • Increasing popularity of eSports as a spectator sport
  • Proliferation of streaming platforms that allow viewers to watch tournaments and matches live or on-demand
  • Growing number of brands that are investing in eSports as a way to reach new audiences
  • Development of new technologies and platforms that make it easier for people to participate in eSports tournaments and matches
  • Expansion of the global competitive gaming market, with more countries hosting major tournaments and competitions

Scope Of The Report

Report Attributes

Report Details

Report Title

Electronic Sports (eSports) Market Research Report

By Type

Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, Publisher Fees, Others

By Application

Online, Offline

By Companies

Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Total Entertainment Network (US), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US), Tencent (China), Electronic Arts (EA) (US), Hi-Rez Studios (US), KaBuM (Canada), Wargaming Public (Cyprus), Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), Alisports (China)

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

234

Number of Tables & Figures

164

Customization Available

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


Global Electronic Sports (eSports) Market Report Segments:

The global Electronic Sports (eSports) market is segmented on the basis of:

Types

Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, Publisher Fees, Others

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

Online, Offline

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. Modern Times Group (Sweden)
  2. Activision Blizzard (US)
  3. FACEIT (UK)
  4. Total Entertainment Network (US)
  5. Gfinity (UK)
  6. Turner Broadcasting System (US)
  7. CJ Corporation (South Korea)
  8. Valve Corporation (US)
  9. Tencent (China)
  10. Electronic Arts (EA) (US)
  11. Hi-Rez Studios (US)
  12. KaBuM (Canada)
  13. Wargaming Public (Cyprus)
  14. Rovio Entertainment (Finland)
  15. GungHo Online Entertainment (Japan)
  16. Alisports (China)

Global Electronic Sports (eSports) Market Overview


Highlights of The Electronic Sports (eSports) 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. Media Rights (Subscription & Online Advertisement)
    2. Tickets and Merchandise
    3. Sponsorship & Direct Advertisement
    4. Publisher Fees
    5. Others
  1. By Application:

    1. Online
    2. Offline
  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 Electronic Sports (eSports) 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.

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Global Electronic Sports (eSports) 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?


Electronic sports (eSports) is a form of competitive video gaming that typically involves professional players competing in organized tournaments or league matches.

Some of the key players operating in the electronic sports (esports) market are Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Total Entertainment Network (US), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US), Tencent (China), Electronic Arts (EA) (US), Hi-Rez Studios (US), KaBuM (Canada), Wargaming Public (Cyprus), Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), Alisports (China).

The electronic sports (esports) market is expected to grow at a compound annual growth rate of 18.8%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Electronic Sports (eSports) 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 Electronic Sports (eSports) Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Electronic Sports (eSports) 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 Electronic Sports (eSports) 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 Electronic Sports (eSports) Market Size & Forecast, 2018-2028       4.5.1 Electronic Sports (eSports) Market Size and Y-o-Y Growth       4.5.2 Electronic Sports (eSports) Market Absolute $ Opportunity

Chapter 5 Global Electronic Sports (eSports) 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 Electronic Sports (eSports) Market Size Forecast by Type
      5.2.1 Media Rights (Subscription & Online Advertisement)
      5.2.2 Tickets and Merchandise
      5.2.3 Sponsorship & Direct Advertisement
      5.2.4 Publisher Fees
      5.2.5 Others
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Electronic Sports (eSports) 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 Electronic Sports (eSports) Market Size Forecast by Applications
      6.2.1 Online
      6.2.2 Offline
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Electronic Sports (eSports) 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 Electronic Sports (eSports) 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 Electronic Sports (eSports) Analysis and Forecast
   9.1 Introduction
   9.2 North America Electronic Sports (eSports) 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 Electronic Sports (eSports) Market Size Forecast by Type
      9.6.1 Media Rights (Subscription & Online Advertisement)
      9.6.2 Tickets and Merchandise
      9.6.3 Sponsorship & Direct Advertisement
      9.6.4 Publisher Fees
      9.6.5 Others
   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 Electronic Sports (eSports) Market Size Forecast by Applications
      9.10.1 Online
      9.10.2 Offline
   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 Electronic Sports (eSports) Analysis and Forecast
   10.1 Introduction
   10.2 Europe Electronic Sports (eSports) 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 Electronic Sports (eSports) Market Size Forecast by Type
      10.6.1 Media Rights (Subscription & Online Advertisement)
      10.6.2 Tickets and Merchandise
      10.6.3 Sponsorship & Direct Advertisement
      10.6.4 Publisher Fees
      10.6.5 Others
   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 Electronic Sports (eSports) Market Size Forecast by Applications
      10.10.1 Online
      10.10.2 Offline
   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 Electronic Sports (eSports) Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Electronic Sports (eSports) 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 Electronic Sports (eSports) Market Size Forecast by Type
      11.6.1 Media Rights (Subscription & Online Advertisement)
      11.6.2 Tickets and Merchandise
      11.6.3 Sponsorship & Direct Advertisement
      11.6.4 Publisher Fees
      11.6.5 Others
   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 Electronic Sports (eSports) Market Size Forecast by Applications
      11.10.1 Online
      11.10.2 Offline
   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 Electronic Sports (eSports) Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Electronic Sports (eSports) 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 Electronic Sports (eSports) Market Size Forecast by Type
      12.6.1 Media Rights (Subscription & Online Advertisement)
      12.6.2 Tickets and Merchandise
      12.6.3 Sponsorship & Direct Advertisement
      12.6.4 Publisher Fees
      12.6.5 Others
   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 Electronic Sports (eSports) Market Size Forecast by Applications
      12.10.1 Online
      12.10.2 Offline
   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) Electronic Sports (eSports) Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Electronic Sports (eSports) 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) Electronic Sports (eSports) Market Size Forecast by Type
      13.6.1 Media Rights (Subscription & Online Advertisement)
      13.6.2 Tickets and Merchandise
      13.6.3 Sponsorship & Direct Advertisement
      13.6.4 Publisher Fees
      13.6.5 Others
   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) Electronic Sports (eSports) Market Size Forecast by Applications
      13.10.1 Online
      13.10.2 Offline
   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 Electronic Sports (eSports) Market: Competitive Dashboard
   14.2 Global Electronic Sports (eSports) Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Modern Times Group (Sweden)
      14.3.2 Activision Blizzard (US)
      14.3.3 FACEIT (UK)
      14.3.4 Total Entertainment Network (US)
      14.3.5 Gfinity (UK)
      14.3.6 Turner Broadcasting System (US)
      14.3.7 CJ Corporation (South Korea)
      14.3.8 Valve Corporation (US)
      14.3.9 Tencent (China)
      14.3.10 Electronic Arts (EA) (US)
      14.3.11 Hi-Rez Studios (US)
      14.3.12 KaBuM (Canada)
      14.3.13 Wargaming Public (Cyprus)
      14.3.14 Rovio Entertainment (Finland)
      14.3.15 GungHo Online Entertainment (Japan)
      14.3.16 Alisports (China)

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