Global eSports Market, By Revenue Streams (Media Rights, Tickets and Merchandise, Sponsorships and Direct Advertisements and Publisher Fees), Games (Multiplayer Online Battle Arena (MOBA), Player Vs. Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS), Salons and Spas), E-Platform (PC-Based eSports, Consoles-Based eSports and Mobile and Tablets), Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa) Industry Trends and Forecast to 2029.
Market Analysis and Insights Global eSports Market
The eSports market is expected to witness market growth at a rate of 16.50% in the forecast period of 2022 to 2029, and is estimated to reach the value of USD 5.80 billion by 2029 Data Bridge Market Research report on eSports market provides analysis and insights regarding the various factors expected to be prevalent throughout the forecast period while providing their impacts on the market’s growth. The increase in the use of product in various industries globally is escalating the growth of eSports market.
The eSports refer to electronic sports that can be in the form of video games. These games can be played on different platforms including console, PC, tablets or mobile. It can be played for leisure or can be competed against other players at a professional level.
The increase in popularity of video games across the globe acts as one of the major factors driving the growth of eSports market. The rise in emergence of esports as a professional career because of impressive international prize pools, one-to-one sponsorships, streaming revenues and increase in popularity of the gaming tournaments accelerate the market growth. The rise in the infrastructure for the league tournaments and increase in the live streaming of games further influence the market. Additionally, rapid industrialization, emergence of industry 4.0, rapid infrastructural developments, expansion of end use industry and formidable investments positively affect the eSports market. Furthermore, the professionalization in the industry extend profitable opportunities to the market players in the forecast period of 2022 to 2029.
On the other hand, threat from esport gambling/betting and concerns regarding cyberattacks are expected to obstruct the market growth. Lack of standardization is projected to challenge the eSports market in the forecast period of 2022-2029.
This eSports market report provides details of new recent developments, trade regulations, import export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on eSports market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.
Global eSports Market Scope and Market Size
The eSports market is segmented on the basis of revenue streams, games and e-platform. The growth among segments helps you analyze niche pockets of growth and strategies to approach the market and determine your core application areas and the difference in your target markets.
- On the basis of revenue streams, the eSports market is segmented into media rights, tickets and merchandise, sponsorships and direct advertisements and publisher fees. Media rights can be further segmented into subscription and online advertisements.
- On the basis of games, the eSports market has been segmented into multiplayer online battle arena (MOBA), player vs. player (PvP), first person shooters (FPS), real time strategy (RTS) and salons and spas.
- On the basis of e-platform, the eSports market has been segmented into PC-based eSports, consoles-based eSports and mobile and tablets.
eSports Market Country Level Analysis
The eSports market is analyzed and market size, volume information is provided by country, revenue streams, games and e-platform as referenced above.
The countries covered in the eSports market report are the U.S., Canada and Mexico in North America, Brazil, Argentina and Rest of South America as part of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe in Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA).
North America dominate the eSports market due to the rise in the investments within the region. Asia-Pacific is expected to witness highest growth during the forecast period of 2022 to 2029 because of the penetration of mobile gaming and internet usage in the region.
The country section of the report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.
Competitive Landscape and eSports Market Share Analysis
The eSports market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, regional presence, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies’ focus related to eSports market.
Some of the major players operating in the eSports market report are Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, FACEIT, CJ Corporation, Kabam, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, Riot Games Inc., Epic Games, Alisports, Total Entertainment Network, King Digital Entertainment PLC, Zynga Inc., Gamevil Inc. , Cloud9, Team SoloMid, Team Liquid, Echo Fox, Fnatic, Gen.G ESports, 100 Thieves, G2 ESports and Immortals, among others.
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