Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Esports and Gaming Market by Type (Single Player Games, Competitive Games, Online Games), By Application (Clubs, Associations and Organizations, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Esports and Gaming Market by Type (Single Player Games, Competitive Games, Online Games), By Application (Clubs, Associations and Organizations, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 241582 4200 Service & Software 377 243 Pages 4.9 (47)
                                          

Market Overview:


The global esports and gaming market is expected to grow at a CAGR of 10.8% from 2018 to 2030. The market growth is attributed to the increasing popularity of esports and gaming among the youth, growing number of online gamers, and rising investment by game publishers in esports. In terms of type, the competitive games segment is expected to grow at a higher CAGR than single player games and online games segments during the forecast period. The competitive games segment includes popular genres such as first-person shooters (FPS), real-time strategy (RTS), multiplayer online battle arena (MOBA), and others.


Global Esports and Gaming Industry Outlook


Product Definition:


Esports is a form of competition using video games. Gaming is the activity of playing video games. Esports and gaming are important because they are a fun way to compete and socialize with friends, as well as learn new skills.


Single Player Games:


Single player games are video games that do not require interaction of players with other human beings or the internet in order to complete the game. The term was originated from console and computer gaming, where a single player is required to play as the main character in order to complete the game. However, over time this definition has been expanded and now includes mobile gaming as well.


Competitive Games:


Competitive games are also known as team games or sports game. It is a group activity where two (or more) teams compete against each other to win the game. The players in a competitive gaming environment can be categorized into five groups namely, the coaching staff, managers/coachs, players, owners and viewers.


Application Insights:


The clubs, associations and organizations segment dominated the market in 2017. This can be attributed to the rising popularity of esport games such as Dota 2, League of Legends, Overwatch among other games. Increasing investments by clubs and organizations in order to build a competitive team are also responsible for driving the growth of this segment. For instance; Fnatic is an esports organization with a traditional sports club background that was established in 2012 and has since then invested more than USD 20 million annually for its teams across different games including LoL & Dota 2. Other prominent clubs include Misfits Gaming with over USD 12 million annual revenue which predominantly fields rosters in LOL & Dota 2 among other video game titles such as CS:GO & Starcraft II among others.


Regional Analysis:


The Asia Pacific region dominated the global market in terms of revenue share in 2017. The regional growth is attributed to the rising popularity and adoption of esport games across countries such as China, Japan, South Korea, Australia and India. Furthermore, increasing investments by international companies are expected to contribute towards industry growth over the next eight years. For instance; In January 2018; Tencent Holdings Limited., a Chinese multinational technology company with headquarters located in Beijing and Shenzhen announced its plans to invest USD X million for a 12% stake acquisition into Riot Games Inc., an American video game developer & publisher that develops League of Legends game mode based on multiplayer online battle arena (MOBA) genre.


North America is anticipated to emerge as one of the most promising regions over the forecast period owing to several factors such as growing penetration rates for digital entertainment among consumers coupled with rising awareness regarding esports events held at U.S.


Growth Factors:


  • Increasing demand for digital content: The global gaming market is expected to grow at a CAGR of 7.8% from 2016 to 2020, reaching a value of 8.5 billion by 2020. This growth can be attributed to the increasing demand for digital content, especially in emerging markets such as China and India.
  • Proliferation of new platforms and devices: With the advent of new platforms and devices such as smartphones, tablets, and smart TVs, there is an increase in the number of gamers worldwide. In addition, these platforms are also becoming more affordable, thus widening the audience base for gaming further.
  • Rising popularity of eSports: eSports is witnessing a rapid rise in popularity with viewers numbering in millions across different geographies worldwide .This has led to significant investments from sponsorships and media rights deals , thereby fueling the growth of this segment further .
  • 5 billion by 2020 , growing at a CAGRof 32%. 4) Growing trend towards social & casual gaming : Social & casual games are gaining traction among gamers owing to their easy-to-play mechanics and simple controls . These games can be played on various devices such as PCs , smartphones , or tablets with friends or strangers online . This has resulted in an increase in the number of people playing video games overall . In 2015 , social/casual game revenues accounted for 42% ($

Scope Of The Report

Report Attributes

Report Details

Report Title

Esports and Gaming Market Research Report

By Type

Single Player Games, Competitive Games, Online Games

By Application

Clubs, Associations and Organizations, Others

By Companies

Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation, Tencent, Electronic Arts (EA) (US), Hi-Rez Studios, KaBuM, Wargaming Public

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

243

Number of Tables & Figures

171

Customization Available

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


Global Esports and Gaming Market Report Segments:

The global Esports and Gaming market is segmented on the basis of:

Types

Single Player Games, Competitive Games, Online Games

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

Clubs, Associations and Organizations, Others

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
  3. FACEIT
  4. Total Entertainment Network
  5. Gfinity
  6. Turner Broadcasting System
  7. CJ Corporation
  8. Valve Corporation
  9. Tencent
  10. Electronic Arts (EA) (US)
  11. Hi-Rez Studios
  12. KaBuM
  13. Wargaming Public

Global Esports and Gaming Market Overview


Highlights of The Esports and Gaming 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. Single Player Games
    2. Competitive Games
    3. Online Games
  1. By Application:

    1. Clubs
    2. Associations and Organizations
    3. Others
  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 Esports and Gaming 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:

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Global Esports and Gaming 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?


Esports and gaming are two terms that are often used interchangeably, but they have different meanings. Esports refers to the competitive aspect of video games, where players from around the world compete against each other in tournaments. Gaming typically refers to any activity that involves using a computer or console for entertainment purposes.

Some of the major companies in the esports and gaming market are Modern Times Group (Sweden), Activision Blizzard, FACEIT, Total Entertainment Network, Gfinity, Turner Broadcasting System, CJ Corporation, Valve Corporation, Tencent, Electronic Arts (EA) (US), Hi-Rez Studios, KaBuM, Wargaming Public.

The esports and gaming market is expected to grow at a compound annual growth rate of 10.8%.

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

Chapter 5 Global Esports and Gaming 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 Esports and Gaming Market Size Forecast by Type
      5.2.1 Single Player Games
      5.2.2 Competitive Games
      5.2.3 Online Games
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Esports and Gaming 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 Esports and Gaming Market Size Forecast by Applications
      6.2.1 Clubs
      6.2.2 Associations and Organizations
      6.2.3 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Esports and Gaming 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 Esports and Gaming 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 Esports and Gaming Analysis and Forecast
   9.1 Introduction
   9.2 North America Esports and Gaming 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 Esports and Gaming Market Size Forecast by Type
      9.6.1 Single Player Games
      9.6.2 Competitive Games
      9.6.3 Online Games
   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 Esports and Gaming Market Size Forecast by Applications
      9.10.1 Clubs
      9.10.2 Associations and Organizations
      9.10.3 Others
   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 Esports and Gaming Analysis and Forecast
   10.1 Introduction
   10.2 Europe Esports and Gaming 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 Esports and Gaming Market Size Forecast by Type
      10.6.1 Single Player Games
      10.6.2 Competitive Games
      10.6.3 Online Games
   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 Esports and Gaming Market Size Forecast by Applications
      10.10.1 Clubs
      10.10.2 Associations and Organizations
      10.10.3 Others
   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 Esports and Gaming Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Esports and Gaming 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 Esports and Gaming Market Size Forecast by Type
      11.6.1 Single Player Games
      11.6.2 Competitive Games
      11.6.3 Online Games
   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 Esports and Gaming Market Size Forecast by Applications
      11.10.1 Clubs
      11.10.2 Associations and Organizations
      11.10.3 Others
   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 Esports and Gaming Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Esports and Gaming 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 Esports and Gaming Market Size Forecast by Type
      12.6.1 Single Player Games
      12.6.2 Competitive Games
      12.6.3 Online Games
   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 Esports and Gaming Market Size Forecast by Applications
      12.10.1 Clubs
      12.10.2 Associations and Organizations
      12.10.3 Others
   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) Esports and Gaming Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Esports and Gaming 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) Esports and Gaming Market Size Forecast by Type
      13.6.1 Single Player Games
      13.6.2 Competitive Games
      13.6.3 Online Games
   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) Esports and Gaming Market Size Forecast by Applications
      13.10.1 Clubs
      13.10.2 Associations and Organizations
      13.10.3 Others
   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 Esports and Gaming Market: Competitive Dashboard
   14.2 Global Esports and Gaming 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
      14.3.3 FACEIT
      14.3.4 Total Entertainment Network
      14.3.5 Gfinity
      14.3.6 Turner Broadcasting System
      14.3.7 CJ Corporation
      14.3.8 Valve Corporation
      14.3.9 Tencent
      14.3.10 Electronic Arts (EA) (US)
      14.3.11 Hi-Rez Studios
      14.3.12 KaBuM
      14.3.13 Wargaming Public

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