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The global esports market reached a value of US$ 1.18 Billion in 2021. Looking forward, IMARC Group expects the market to reach US$ 3.86 Billion by 2027, exhibiting at a CAGR of 22.4% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic. These insights are included in the report as a major market contributor.
Esports is a form of sports wherein the primary aspects of the game are facilitated by electronic systems. Also known as electronic sports, it is a competitive video gaming coordinated by different leagues, ladders, and tournaments. It assists in improving hand-eye coordination, attention, visual acuity, basic visual processing, and executive function. As it also aids in solving the problem and developing strategy skills, boosting self-confidence and player socialization, it is gaining immense popularity across the globe.
There is currently an increase in the time viewers spend watching live streams of different games on Twitch, HitBox, Beam, Azubu, Bigo Live, YouTube Gaming and other platforms on account of the easy availability of high-speed internet connection. This has positively influenced advertising companies to collaborate with esports gamers and generate revenue from advertisements shown during live streams on online platforms and on video-on-demand content of esports matches or esports television (TV). Apart from this, organizations around the world are working with esports stakeholders to protect the integrity of competition and investigate all forms of cheating, including match manipulation. Furthermore, leading market players are also focusing on offering games on different platforms, such as consoles, personal computers (PCs), and mobile phones. This, along with the growing popularity of esports among the youth and continuous investments in the esports industry worldwide, is driving the market. Some of the major factors, including a rise in the audience reach and engagement activities, a significant improvement of the infrastructure for the league tournaments, and an increase in the professionalization of the industry is offering lucrative growth opportunities to game developers, players, and event organizers, are projected to impel the market growth.
IMARC Group provides an analysis of the key trends in each sub-segment of the global esports market, along with forecasts at the global, regional and country level from 2022-2027. Our report has categorized the market based on revenue model, platform and games.
Breakup by Revenue Model:
Breakup by Platform:
Breakup by Games:
Breakup by Region:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Activision Blizzard Inc., Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., FACEIT, Gameloft SE (Vivendi SE), Gfinity PLC, Intel Corporation, Modern Times Group, Nintendo Co. Ltd., NVIDIA Corporation, Riot Games Inc., Valve Corporation and Zynga Inc.
|Base Year of the Analysis||2021|
|Segment Coverage||Revenue Model, Platform, Games, Region|
|Region Covered||Asia Pacific, Europe, North America, Latin America, Middle East and Africa|
|Countries Covered||United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico|
|Companies Covered||Activision Blizzard Inc., Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., FACEIT, Gameloft SE (Vivendi SE), Gfinity PLC, Intel Corporation, Modern Times Group, Nintendo Co. Ltd., NVIDIA Corporation, Riot Games Inc., Valve Corporation and Zynga Inc.|
|Customization Scope||10% Free Customization|
|Report Price and Purchase Option||Single User License: US$ 2499
Five User License: US$ 3499
Corporate License: US$ 4499
|Post-Sale Analyst Support||10-12 Weeks|
|Delivery Format||PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)|
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