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Esports Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027

Market Overview:

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.

 

 
 

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Esports Market Trends:

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.

Key Market Segmentation:

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:

 

 
 

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  • Media Rights
  • Advertising and Sponsorships
  • Merchandise and Tickets
  • Others
     

Breakup by Platform:

  • PC-based Esports
  • Consoles-based Esports
  • Mobile and Tablets
     

Breakup by Games:

  • Multiplayer Online Battle Arena (MOBA)
  • Player vs Player (PvP)
  • First Person Shooters (FPS)
  • Real Time Strategy (RTS)
     

Breakup by Region:

 

 
 

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  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa
     

Competitive Landscape:

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.

Report Coverage:

Report Features Details
Base Year of the Analysis 2021
Historical Period 2016-2021
Forecast Period 2022-2027
Units US$ Billion
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)

1   Preface
2   Scope and Methodology

    2.1    Objectives of the Study
    2.2    Stakeholders
    2.3    Data Sources
        2.3.1    Primary Sources
        2.3.2    Secondary Sources
    2.4    Market Estimation
        2.4.1    Bottom-Up Approach
        2.4.2    Top-Down Approach
    2.5    Forecasting Methodology
3   Executive Summary
4   Introduction

    4.1    Overview
    4.2    Key Industry Trends
5   Global Esports Market
    5.1    Market Overview
    5.2    Market Performance
    5.3    Impact of COVID-19
    5.4    Market Forecast
6   Market Breakup by Revenue Model
    6.1    Media Rights
        6.1.1 Market Trends
        6.1.2 Market Forecast
    6.2    Advertising and Sponsorships
        6.2.1 Market Trends
        6.2.2 Market Forecast
    6.3    Merchandise and Tickets
        6.3.1 Market Trends
        6.3.2 Market Forecast
    6.4    Others
        6.4.1 Market Trends
        6.4.2 Market Forecast
7   Market Breakup by Platform
    7.1    PC-based Esports
        7.1.1 Market Trends
        7.1.2 Market Forecast
    7.2    Consoles-based Esports
        7.2.1 Market Trends
        7.2.2 Market Forecast
    7.3    Mobile and Tablets
        7.3.1 Market Trends
        7.3.2 Market Forecast
8   Market Breakup by Games
    8.1    Multiplayer Online Battle Arena (MOBA)
        8.1.1 Market Trends
        8.1.2 Market Forecast
    8.2    Player vs Player (PvP)
        8.2.1 Market Trends
        8.2.2 Market Forecast
    8.3    First Person Shooters (FPS)
        8.3.1 Market Trends
        8.3.2 Market Forecast
    8.4    Real Time Strategy (RTS)
        8.4.1 Market Trends
        8.4.2 Market Forecast
9   Market Breakup by Region
    9.1    North America
        9.1.1 United States
           9.1.1.1 Market Trends
           9.1.1.2 Market Forecast
        9.1.2 Canada
           9.1.2.1 Market Trends
           9.1.2.2 Market Forecast
    9.2    Asia-Pacific
        9.2.1 China
           9.2.1.1 Market Trends
           9.2.1.2 Market Forecast
        9.2.2 Japan
           9.2.2.1 Market Trends
           9.2.2.2 Market Forecast
        9.2.3 India
           9.2.3.1 Market Trends
           9.2.3.2 Market Forecast
        9.2.4 South Korea
           9.2.4.1 Market Trends
           9.2.4.2 Market Forecast
        9.2.5 Australia
           9.2.5.1 Market Trends
           9.2.5.2 Market Forecast
        9.2.6 Indonesia
           9.2.6.1 Market Trends
           9.2.6.2 Market Forecast
        9.2.7 Others
           9.2.7.1 Market Trends
           9.2.7.2 Market Forecast
    9.3    Europe
        9.3.1 Germany
           9.3.1.1 Market Trends
           9.3.1.2 Market Forecast
        9.3.2 France
           9.3.2.1 Market Trends
           9.3.2.2 Market Forecast
        9.3.3 United Kingdom
           9.3.3.1 Market Trends
           9.3.3.2 Market Forecast
        9.3.4 Italy
           9.3.4.1 Market Trends
           9.3.4.2 Market Forecast
        9.3.5 Spain
           9.3.5.1 Market Trends
           9.3.5.2 Market Forecast
        9.3.6 Russia
           9.3.6.1 Market Trends
           9.3.6.2 Market Forecast
        9.3.7 Others
           9.3.7.1 Market Trends
           9.3.7.2 Market Forecast
    9.4    Latin America
        9.4.1 Brazil
           9.4.1.1 Market Trends
           9.4.1.2 Market Forecast
        9.4.2 Mexico
           9.4.2.1 Market Trends
           9.4.2.2 Market Forecast
        9.4.3 Others
           9.4.3.1 Market Trends
           9.4.3.2 Market Forecast
    9.5    Middle East and Africa
        9.5.1 Market Trends
        9.5.2 Market Breakup by Country
        9.5.3 Market Forecast
10  SWOT Analysis
    10.1    Overview
    10.2    Strengths
    10.3    Weaknesses
    10.4    Opportunities
    10.5    Threats
11  Value Chain Analysis
12  Porters Five Forces Analysis

    12.1    Overview
    12.2    Bargaining Power of Buyers
    12.3    Bargaining Power of Suppliers
    12.4    Degree of Competition
    12.5    Threat of New Entrants
    12.6    Threat of Substitutes
13  Price Analysis
14  Competitive Landscape

    14.1    Market Structure
    14.2    Key Players
    14.3    Profiles of Key Players
        14.3.1    Activision Blizzard Inc.
           14.3.1.1 Company Overview
           14.3.1.2 Product Portfolio
           14.3.1.3 Financials
           14.3.1.4 SWOT Analysis
        14.3.2    Capcom Co. Ltd.
           14.3.2.1 Company Overview
           14.3.2.2 Product Portfolio
           14.3.2.3 Financials
           14.3.2.4 SWOT Analysis
        14.3.3    Electronic Arts Inc.
           14.3.3.1 Company Overview
           14.3.3.2 Product Portfolio
           14.3.3.3 Financials
           14.3.3.4 SWOT Analysis
        14.3.4    Epic Games Inc.
           14.3.4.1 Company Overview
           14.3.4.2 Product Portfolio
        14.3.5    FACEIT
           14.3.5.1 Company Overview
           14.3.5.2 Product Portfolio
        14.3.6    Gameloft SE (Vivendi SE)
           14.3.6.1 Company Overview
           14.3.6.2 Product Portfolio
        14.3.7    Gfinity PLC
           14.3.7.1 Company Overview
           14.3.7.2 Product Portfolio
           14.3.7.3 Financials
        14.3.8    Intel Corporation
           14.3.8.1 Company Overview
           14.3.8.2 Product Portfolio
           14.3.8.3 Financials
           14.3.8.4 SWOT Analysis
        14.3.9    Modern Times Group
           14.3.9.1 Company Overview
           14.3.9.2 Product Portfolio
           14.3.9.3 Financials
        14.3.10    Nintendo Co. Ltd.
           14.3.10.1 Company Overview
           14.3.10.2 Product Portfolio
           14.3.10.3 Financials
           14.3.10.4 SWOT Analysis
        14.3.11    NVIDIA Corporation
           14.3.11.1 Company Overview
           14.3.11.2 Product Portfolio
           14.3.11.3 Financials
           14.3.11.4 SWOT Analysis
        14.3.12    Riot Games Inc.
           14.3.12.1 Company Overview
           14.3.12.2 Product Portfolio
        14.3.13    Valve Corporation
           14.3.13.1 Company Overview
           14.3.13.2 Product Portfolio
        14.3.14    Zynga Inc.
           14.3.14.1 Company Overview
           14.3.14.2 Product Portfolio
           14.3.14.3 Financials

List of Figures

Figure 1: Global: Esports Market: Major Drivers and Challenges
Figure 2: Global: Esports Market: Sales Value (in Billion US$), 2016-2021
Figure 3: Global: Esports Market Forecast: Sales Value (in Billion US$), 2022-2027
Figure 4: Global: Esports Market: Breakup by Revenue Model (in %), 2021
Figure 5: Global: Esports Market: Breakup by Platform (in %), 2021
Figure 6: Global: Esports Market: Breakup by Games (in %), 2021
Figure 7: Global: Esports Market: Breakup by Region (in %), 2021
Figure 8: Global: Esports (Media Rights) Market: Sales Value (in Million US$), 2016 & 2021
Figure 9: Global: Esports (Media Rights) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 10: Global: Esports (Advertising and Sponsorships) Market: Sales Value (in Million US$), 2016 & 2021
Figure 11: Global: Esports (Advertising and Sponsorships) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 12: Global: Esports (Merchandise and Tickets) Market: Sales Value (in Million US$), 2016 & 2021
Figure 13: Global: Esports (Merchandise and Tickets) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 14: Global: Esports (Other Revenue Models) Market: Sales Value (in Million US$), 2016 & 2021
Figure 15: Global: Esports (Other Revenue Models) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 16: Global: Esports (PC-based Esports) Market: Sales Value (in Million US$), 2016 & 2021
Figure 17: Global: Esports (PC-based Esports) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 18: Global: Esports (Consoles-based Esports) Market: Sales Value (in Million US$), 2016 & 2021
Figure 19: Global: Esports (Consoles-based Esports) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 20: Global: Esports (Mobile and Tablets) Market: Sales Value (in Million US$), 2016 & 2021
Figure 21: Global: Esports (Mobile and Tablets) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 22: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market: Sales Value (in Million US$), 2016 & 2021
Figure 23: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 24: Global: Esports (Player vs Player-PvP) Market: Sales Value (in Million US$), 2016 & 2021
Figure 25: Global: Esports (Player vs Player-PvP) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 26: Global: Esports (First Person Shooters-FPS) Market: Sales Value (in Million US$), 2016 & 2021
Figure 27: Global: Esports (First Person Shooters-FPS) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 28: Global: Esports (Real Time Strategy-RTS) Market: Sales Value (in Million US$), 2016 & 2021
Figure 29: Global: Esports (Real Time Strategy-RTS) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 30: North America: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 31: North America: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 32: United States: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 33: United States: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 34: Canada: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 35: Canada: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 36: Asia-Pacific: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 37: Asia-Pacific: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 38: China: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 39: China: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 40: Japan: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 41: Japan: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 42: India: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 43: India: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 44: South Korea: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 45: South Korea: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 46: Australia: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 47: Australia: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 48: Indonesia: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 49: Indonesia: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 50: Others: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 51: Others: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 52: Europe: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 53: Europe: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 54: Germany: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 55: Germany: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 56: France: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 57: France: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 58: United Kingdom: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 59: United Kingdom: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 60: Italy: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 61: Italy: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 62: Spain: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 63: Spain: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 64: Russia: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 65: Russia: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 66: Others: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 67: Others: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 68: Latin America: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 69: Latin America: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 70: Brazil: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 71: Brazil: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 72: Mexico: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 73: Mexico: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 74: Others: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 75: Others: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 76: Middle East and Africa: Esports Market: Sales Value (in Million US$), 2016 & 2021
Figure 77: Middle East and Africa: Esports Market: Breakup by Country (in %), 2021
Figure 78: Middle East and Africa: Esports Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 79: Global: Esports Industry: SWOT Analysis
Figure 80: Global: Esports Industry: Value Chain Analysis
Figure 81: Global: Esports Industry: Porter's Five Forces Analysis

List of Tables

Table 1: Global: Esports Market: Key Industry Highlights, 2021 and 2027
Table 2: Global: Esports Market Forecast: Breakup by Revenue Model (in Million US$), 2022-2027
Table 3: Global: Esports Market Forecast: Breakup by Platform (in Million US$), 2022-2027
Table 4: Global: Esports Market Forecast: Breakup by Games (in Million US$), 2022-2027
Table 5: Global: Esports Market Forecast: Breakup by Region (in Million US$), 2022-2027
Table 6: Global: Esports Market: Competitive Structure
Table 7: Global: Esports Market: Key Players


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Key Questions Answered in This Report

The global esports market was valued at US$ 1.18 Billion in 2021.

We expect the global esports market to exhibit a CAGR of 22.4% during 2022-2027.

The rising popularity of PC and mobile-based video games, coupled with the extensive adoption of the
free-to-play (F2P) gaming model that enables players to participate in games free of charge, is primarily
driving the global esports market.

The sudden outbreak of the COVID-19 pandemic has led to the rising demand for esports among
individuals, especially Gen Z and the millennial population, owing to the temporary restriction on
outdoor activities during the lockdown scenario.

Based on the revenue model, the global esports market has been segmented into media rights,
advertising and sponsorships, merchandise and tickets, and others. Currently, advertising and
sponsorships hold the majority of the total market share.

Based on the games, the global esports market can be divided into Multiplayer Online Battle Arena
(MOBA), Player vs Player (PvP), First Person Shooters (FPS), and Real Time Strategy (RTS). Among these,
First Person Shooters (FPS) exhibit a clear dominance in the market.

On a regional level, the market has been classified into North America, Asia-Pacific, Europe, Latin
America, and Middle East and Africa, where Asia-Pacific currently dominates the global market.

Some of the major players in the global esports market include 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.

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