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

Report Code: PMI414120 | Publish Date: April 2023 | No. of Pages: 170

Global Electronic Sports ESports Market Overview

Esports events are an advanced form of video game tournaments that pit individual players or teams against one another. While various means are used to organized tournaments, Esports has gained an increase in popularity in North America due to the adoption of a traditional sports model. Esports is a subgroup of the electronic sports, video gaming, and entertainment industries. Developers, publishers, and organizers are the major constituents of the eSports market. Developers deal with the idea and development of the game, while publishers are responsible for overall distribution and marketing activities. Some of the best examples for well-known and prominent video games that are played online are RTS, FPS, and MOBA. Games such as League of Legends and StarCraft II have been designed in such a way allowing it to be suitable for any electronic sports competition.

Global Electronic Sports ESports Market Dynamics

Increasing Popularity of eSports across Global Regions

Growing media exposure is the major boost responsible for spreading the awareness of eSports worldwide. Additionally, along with growing rates of smartphone subscriptions, a wider consumer base is exposed to the world of competitive gaming. The rising number of eSports supporters makes the U.S. one of the foremost markets for the eSports. Esports has become so popular that stadiums are being built for the more popular events, such as the Overwatch League. Fortnite World Cup in 2019 was played in New York's Arthur Ashe Stadium, home of The US Open (Tennis). Whereas, multi-day Esports tournaments normally sell out arenas across North America, from New York's Madison Square Garden to LA's Staples Center. The opening of The Gaming Stadium in Richmond, British Columbia in 2018 established Canada's first dedicated Esports gaming stadium. The 2018 International Dota 2 Championships took place in front of a sell-out crowd at Vancouver's Rogers Arena and featured a prize pool of over US$25M.

New platform launches

Development of new platforms by international and regional players contribute to the growth of the global esports market. Successful new platform launches are projected to drive the growth of the dealers operating in the global esports market by rising their revenue flow and growing their consumer base. Moreover, the launch of new products will lead to an increase in the market share of players and offer them a competitive edge over their rivals. Thus, new product launches will lead to propel the global esports market at a significant CAGR over the forecast period.

ESports consists of different games and communities. Performance of the eSport system deeply depends on structure, size, and idea behind the development of the game. The operator does not have full control over the leagues and tournaments, as the objectives of publisher differ from those of the operator. Fraudulent betting is another challenge that can adversely affect the global eSports market growth.

Global Electronic Sports ESports Market Segmentation

Disclaimer: This data is only a representation. Actual data may vary and will be available in the report.

The global Electronic Sports (eSports) market is segmented based on type, application, and region.

Based on type, the global electronic sports (esports) market is segmented into media rights (subscription & online advertisement), tickets and merchandise, sponsorship & direct advertisement, publisher fees, and others. Based on the application, the target market is segmented into online and offline.

Regional Insights:

Disclaimer: This data is only a representation. Actual data may vary and will be available in the report.

On the region, the global electronic sports (esports) market is segmented into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. Presently, North America is the leading region in terms of several gamers and revenue generation in the overall eSports market. U.S. has the highest number of eSports enthusiasts and gamers in the region because of which it has the highest market share in terms of revenue contribution. After North America, Europe is the second-largest regional contributor in the global eSports market. UK and Germany are the dominating markets in the region. The Asia Pacific is the fastest-growing region in terms of several gamers & enthusiast, due to growing audience and emergence of new technologies that are boosting growth in the region. China and South Korea estimated for the majority of the market share in the region.

Report Scope:

Attribute

Details

The base year for estimation

2019

Forecast period

2019 – 2029

Market representation

Revenue in USD Million & CAGR from 2019 to 2029

Market Segmentation

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

By Application – Below 18, 18-34, and Above 34

Regional scope

North America - U.S., Canada

Europe - UK, Germany, Spain, France, Italy, Russia, Rest of Europe

Asia Pacific - Japan, India, China, South Korea, Australia, Rest of Asia-Pacific

Latin America - Brazil, Mexico, Argentina, Rest of Latin America

Middle East & Africa - South Africa, Saudi Arabia, UAE, Rest of Middle East & Africa

Report coverage

Revenue forecast, company share, competitive landscape, growth factors, and trends

Segments Covered in the Report:

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends and opportunities in each of the sub-segments from 2019 to 2029. For this study, has segmented the global electronic sports (eSports) market report based on test, application, and region:

Global Electronic Sports (eSports) Market, By Product:

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

Global Electronic Sports (eSports) Market, By Application:

  • Online
  • Offline

Global Electronic Sports (eSports) Market, By Region:

  • North America
    • U.S.
    • Canada
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • Israel
    • South Africa
    • Rest of Middle East & Africa

Global Electronic Sports ESports Market Key Players

The key players operating the global electronic sports (esports) market include Cloud9, Team SoloMid, Team Liquid, Epic Games, Valve Corporation, Activision Blizzard, Echo Fox, Capcom, Bethesda Softworks, and Aksys Games. For instance, in 2019: Aquilini Group acquired Luminosity Gaming in a deal worth US $18.7M. It’s a complex set of proceedings were involved to comply with Canadian law, including a reverse-takeover of a shell company, which then had to perform a three-cornered amalgamation with Luminosity Gaming. In 2019, Nike signed a four-year deal with the League of Legends Pro League in China. Thus, becoming the exclusive apparel provider for each of the league's 16 professional teams.

Global Electronic Sports ESports Market Company Profile

  • Cloud9
    • Company Overview
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies
  • Team SoloMid
  • Team Liquid
  • Epic Games
  • Valve Corporation
  • Activision Blizzard
  • Echo Fox
  • Capcom
  • Bethesda Softworks
  • Aksys Games

“*” marked represents similar segmentation in other categories in the respective section

Global Electronic Sports ESports Market Table of Contents

Table of Contents

  1. Research Objective and Assumption
    • Preface
    • Research Objectives
    • Study Scope
    • Years Considered for the study
    • Assumptions
    • Abbreviations
  2. Research Methodology
    • Research data
    • Primary Data
      • Primary Interviews
      • Primary Breakdown
      • Key data from Primary Sources
      • Key Thickness Insights
    • Secondary Data
      • Major Secondary Sources
      • Secondary Sources
    • Market Estimation
    • Top-Down Approach
      • Approach for estimating Market Share by Top-Down Analysis (Supply Side)
    • Bottom-Up Approach
      • Approach for estimating market share by Bottom-up Analysis (Demand Side)
    • Market Breakdown and Data Triangulation
    • Research Assumptions
  3. Market Purview
    • Executive Summary
    • Key Findings—Global Outlook for Electronic Sports (eSports) Strategies
      • Key Questions this Study will Answer
      • Market Snippet, By Type
      • Market Snippet, By Application
      • Market Snippet, By Region
    • Opportunity Map Analysis
    • Executive Summary—3 Big Predictions
  4. Market Dynamics, Regulations, and Trends Analysis
    • Market Dynamics
      • Drivers
      • Restraints
      • Market Opportunities
      • Market Trends
    • DR Impact Analysis
    • PEST Analysis
    • Porter’s Five Forces Analysis
    • Opportunity Orbit
    • Market Investment Feasibility Index
    • Macroeconomic Factor Analysis
  5. Global Electronic Sports (eSports) Market, By Type, 2020 – 2030, (US$ Mn)
    • Overview
      • Market Value and Forecast (US$ Mn), and Share Analysis (%), 2020 – 2030
      • Y-o-Y Growth Analysis (%), 2020 – 2030
      • Segment Trends
    • Media Rights (Subscription & Online Advertisement)
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Tickets and Merchandise
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Sponsorship & Direct Advertisement
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Publisher Fees
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Others
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
  6. Global Electronic Sports (eSports) Market, By Application, 2020 – 2030, (US$ Mn)
    • Overview
      • Market Value and Forecast (US$ Mn), and Share Analysis (%), 2020 – 2030
      • Y-o-Y Growth Analysis (%), 2020 – 2030
      • Segment Trends
    • Online
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Offline
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
  7. Global Electronic Sports (eSports) Market, By Region, 2020 – 2030, (US$ Mn)
    • Overview
      • Market Value and Forecast (US$ Mn), and Share Analysis (%), 2020 – 2030
      • Y-o-Y Growth Analysis (%), 2020 – 2030
      • Regional Trends
    • North America
      • Market Size and Forecast (US$ Mn), By Type, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Application, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Country, 2020 – 2030
        • U.S.
        • Canada
    • Europe
      • Market Size and Forecast (US$ Mn), By Type, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Application, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Country, 2020 – 2030
        • Germany
        • UK
        • France
        • Russia
        • Italy
        • Rest of Europe
    • Asia Pacific
      • Market Size and Forecast (US$ Mn), By Type, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Application, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Country, 2020 – 2030
        • China
        • India
        • Japan
        • South Korea
        • Rest of Asia Pacific
    • Latin America
      • Market Size and Forecast (US$ Mn), By Type, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Application, 2020 – 2030
      • Market Size  and Forecast (US$ Mn), By Country, 2020 – 2030
        • Brazil
        • Mexico
        • Rest of Latin America
    • Middle East & Africa
      • Market Size and Forecast (US$ Mn), By Type, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Application, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Country, 2020 – 2030
        • GCC
        • Israel
        • South Africa
        • Rest of Middle East
  8. Competitive Landscape
    • Heat Map Analysis
    • Market Presence and Specificity Analysis
  9. Company Profiles
    • Cloud9
      • Company Overview
      • Product Portfolio
      • Key Highlights
      • Financial Overview
      • Business Strategies
    • Team SoloMid
    • Team Liquid
    • Epic Games
    • Valve Corporation
    • Activision Blizzard
    • Echo Fox
    • Capcom
    • Bethesda Softworks
    • Aksys Games
  10. The Last Word
    • Future Impact
    • About Us
    • Contact

FAQs

The global Electronic Sports (eSports) market is segmented based on type, application, and region.

Increasing Popularity of eSports across Global Regions and New platform launches

North America is the leading region in terms of several gamers and revenue generation in the overall eSports market.

The key players are involved in merger and acquisition for their growth, For instance, in 2019: Aquilini Group acquired Luminosity Gaming in a deal worth US $18.7M.