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 .
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:
- 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)
Highlights of The Electronic Sports (eSports) Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Media Rights (Subscription & Online Advertisement)
- Tickets and Merchandise
- Sponsorship & Direct Advertisement
- Publisher Fees
- Others
- By Application:
- Online
- Offline
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- 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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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- 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)