Esports Market Size, Share, Growth Analysis, By Device Type(Smart Phone, Smart TV, Desktop-Laptop-Tablets, Gaming Console), By Revenue Model(Sponsorship, Advertising, Merch, ise & Tickets), By Type(Multiplayer Online Battle Arena (Moba), First-person Shooter (Fps), Real-time Strategy (Rts), Other), By Streaming Platform(Twitch, Youtube, Others), By Audience(Tournament Organizers, Alliances, Game Publishers, Sponsors), By Region - Industry Forecast 2024-2031


Report ID: SQMIG50I2005 | Region: Global | Published Date: February, 2024
Pages: 157 |Tables: 157 |Figures: 78

Esports Market Insights

Esports Market size was valued at USD 1.22 billion in 2019 and is poised to grow from USD 1.44 billion in 2023 to USD 5.48 billion by 2031, growing at a CAGR of 21% in the forecast period (2024-2031).

Esport is a type of online sport in which two or more contestants engage in a multiplayer environment using online video games. It serves the same purpose as modern sports. The rising popularity of online video games is the primary market factor driving the growth of the Esports market.

Online video streaming platforms such as YouTube, Facebook, and TwitchTv are key applications driving the Esports Market globally. People all over the world are showing huge interest in Esports and investing their time, effort, and money in it. The demand for Esports games has grown considerably over the last few years and the aspects responsible were the growing youth populace, and changing lifestyles. Increasing awareness about the Esports industry combined with large investments in the Esports domain has been predicted to influence the growth of the Esports market worldwide.

Moreover, the growing recognition of advanced gaming technologies, increasing smartphone usage coupled with improved internet connectivity has increased the number of gamers and positively driven market growth. Esports is competitive online video gaming where the skill and professionalism of players are the most important factor. The pro gamers who played at this level have knowledge bout the game very well, such as a professional footballer or an athlete would in their respective fields.

In spite of the widespread economic slowdown caused by the coronavirus. the global Esports Market is flourishing. The practice of social distancing reduces moment and commercial activity to a minimum, online gaming provides an appealing hobby for people at home seeking social interaction. People staying at home due to lockdown increased the use of online gaming for refreshment and pleasure. This has significantly increased the acceptance of Esports Games. Therefore, driving the demand for these services among the end-users. However, the COVID-19 pandemic has led to increased acceptance of cloud technology to help customers across every industry to combat the pandemic situation. Furthermore, many countries are providing free and open-source platforms for E-sports for a limited period of time to help the public tackle the COVID-19 situation.

US Esports Market is poised to grow at a sustainable CAGR for the next forecast year.

Market Snapshot - 2024-2031

Global Market Size

USD 1.22 billion

Largest Segment

Smartphones

Fastest Growth

Smartphones

Growth Rate

21% CAGR

Global Esports Market 2021-2028 ($ Bn)
Country Share for North America Region- 2021 (%)

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Esports Market Segmental Analysis

The Global Esports Market is segmented based on Device Type, Revenue Model Streaming Platform, Type, Audience and Region. Based on Device Type it is categorized into: Smart Phone, Smart TV, Desktop-Laptop-Tablets, and Gaming Console. Based on Revenue Model it is categorised into: Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights. Based on Type, it is categorised into Multiplayer Online Battle Arena (Moba), First-person Shooter (Fps), Real-time Strategy (Rts), Other. Based on Audience it is categorised Tournament Organizers, Alliances, Game Publishers, Sponsors, Esports Investors, Research Institutes and Organizations, Analysts and Strategic Business Planners, Market Research and Consulting Firms. Based on Streaming Platform, it is segmented into: Twitch, Youtube, Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.

Esports Market Analysis by Device Type

The Esports market is segmented into smartphones, smart TV, personal computer, and gaming console. The gaming console segment ruled the Esports market share in 2021, which consists of Nintendo Switch, XBOX series X, and Playstation and it is expected to continue this trend during the forecast period.

The growth of the Esports gaming console segment can be attributed to a variety of benefits provided by these devices, such as high gameplay quality, which results in a better gaming experience. Though the smartphone category is projected to expand the fastest in the near future due to improvements in game quality and internet usage by millennials, this segment will register an unfathomable CAGR in the future. Furthermore, due to its wireless portability and cost-effective usage, smartphone adoption for playing Esport is significantly increasing among end-users, which adds significantly to the global market's growth.

Esports Market Analysis by Revenue Model

Based on the revenue stream, the sponsorship segment ruled the overall Esports market in 2021 and is predicted to continue this trend during the forecast period. This is credited to increasing acceptance of Esport in the gaming industry to gain a strategic and competitive advantage over their competitors. Furthermore, it provides a full gaming experience and a platform for the tournament in Esports, which drives the growth of the market.

On the other hand, the advertisement segment is expected to witness the highest CAGR in the coming years, as advertisement allows the event organizer to generate large revenue from the advertisement of the various brand during the Esports event which will create opportunities in the Esport market worldwide.

Global Esports Market By Device Type, 2021 (%)

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Esports Market Regional Insights

Capital inflow in Esports is via media rights, live event ticket sales, gear sales, and in-game purchases, although sponsorships and advertising continue to generate the majority of revenue (69%). Asia-Pacific (APAC), North America, and Europe are the top three Esports markets, respectively, in terms of viewership and revenue. APAC will account for more than 57% of worldwide Esports viewing in 2021, up from 51% in 2020. The mobile gaming segment is set to make up 45% of the total global Esports market in 2021. That popularity is now spilling over into some competitive areas, as China has a flourishing mobile Esports scenario.

Global Esports Market By Geography, 2021-2028
  • Largest
  • Fastest

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Esports Market Dynamics

Esports Market Driver

  • Numerous factors such as a surge in awareness of video games and the rise in popularity of Esport drive the growth of the esports market worldwide. Long-term investment initiatives are taken by big companies and an increase in the number of tournaments with huge prize create rewarding occasions in the market during the forecast period.
  • The increasing use of smartphones across the world’s developing economies is due to numerous factors such as an increase in per capita income, cost of affordability, multiple low price options with significant features, and many more. There are over two billion gamers across the globe. This is just 26% of the whole population and it is still increasing. As the demand for esports events is increasing it will create lucrative opportunities for the Esport industry worldwide.

Esports Market Restraint

  • The lack of proper gambling policy and lack of standardization, such as betting and gambling limit the market growth for this sector.
  • As the esports business is still in its early stages, both organizations and players confront a number of challenges. Many tournament participants and gamers have difficulty determining the legitimacy of tournaments. Along with the growing number of tournaments, the number of scams and fraudsters is also growing, posing challenges for genuine and legitimate esports tournament organizers. The lack of standardization in the esports industry also reflects the ongoing challenges that players, tournaments, teams, and their advertising, sponsorships, or contracts confront.

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Esports Market Competitive Landscape

The Global Esports Market is fairly concentrated, with a few big and medium-sized market participants accounting for a large portion of market revenue. Major players are implementing numerous tactics, including mergers and acquisitions, strategic agreements and contracts, and the development and testing of Esports platforms.

Esports Market Top Player’s Company Profiles

  • Activision Blizzard
  • Valve Corporation
  • Electronic Arts 
  • Tencent Holdings Limited
  • Nintendo Co., Ltd.
  • Amazon.com, Inc.
  • Riot Games, Inc.
  • Microsoft Corporation
  • ESL Gaming
  • FACEIT
  • Gfinity plc
  • Huya Inc.
  • Twitch Interactive, Inc.
  • Douyu TV
  • Streamlabs
  • Cloud9
  • Team Liquid
  • Fnatic
  • G2 Esports
  • SK Telecom Co., Ltd.

Esports Market Recent Developments

  • In April 2022, Nodwin Gaming, a games and esports company, has teamed with developer Gameloft to organise and execute esports events in India based on Asphalt Racing IPs.
  • In March 2022, The Esports Federation of India (ESFI) will host the National Esports Championships 2022 (NESC2022) to choose the Indian representation for the forthcoming Asian Games as part of the "AESF Road to Asian Games" initiative.

Esports Key Market Trends

  • The popularization of the esports market has aided in the explosive growth of esports investment and revenue. The social component of live streaming and gameplay has helped propel esports into the stratosphere. Twitch and YouTube Gaming, for instance, provide fans with a direct connection to the players and teams, while more popular social media sites have allowed those connections to blossom. Certain esports organizations, like FaZe Clan, are also moving aggressively into areas like merchandise, lending their brands more popularity than if they’d stuck to esports alone.
  • The enormous popularity of esports events among gamers and viewers is propelling the esports market and monetization of Esports events. Several universities and colleges are also giving scholarships and even esport courses, just like any other traditional sport, increasing the opportunity for gamers to pursue it as a professional career. This is projected to boost the global expansion of the esports market in the future years.
  • A city in China Hangzhou plans to build 14 esports centers before 2022 and is expected to invest up to USD 2,220 million. This investment in esports facility development is expected to make it the esports capital of the world. Furthermore, Hangzhou is to host Asian Games in 2022, where esports is likely to be an official award event. With its huge investments, China is expected to grab a significant market share.

Esports Market SkyQuest Analysis

SkyQuest’s ABIRAW (Advanced Business Intelligence, Research & Analysis Wing) is our Business Information Services team that Collects, Collates, Co-relates, and Analyses the Data collected by means of Primary Exploratory Research backed by the robust Secondary Desk research.

According to our analysis, By device type gaming console segment is anticipated to account for the largest share throughout the forecast period. Based on the revenue stream, the game publisher fee segment ruled the overall Esports market in 2021 and is predicted to continue this trend throughout the forecast period. Based on region, APAC will account for more than 57% of worldwide Esports viewing in 2021, up from 51% in 2020.

Report Metric Details
Market size value in 2019 USD 1.22 billion
Market size value in 2031 USD 5.48 billion
Growth Rate 21%
Base year 2023
Forecast period 2024-2031
Forecast Unit (Value) USD Billion
Segments covered
  • Device Type
    • Smart Phone, Smart TV, Desktop-Laptop-Tablets, Gaming Console
  • Revenue Model
    • Sponsorship, Advertising, Merch, ise & Tickets, Publisher Fees, Media Rights
  • Type
    • Multiplayer Online Battle Arena (Moba), First-person Shooter (Fps), Real-time Strategy (Rts), Other
  • Streaming Platform
    • Twitch, Youtube, Others
  • Audience
    • Tournament Organizers, Alliances, Game Publishers, Sponsors, Esports Investors, Research Institutes, Organizations, Analysts, Strategic Business Planners, Market Research, Consulting Firms
Regions covered North America (US, Canada), Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe), Asia Pacific (China, India, Japan, Rest of Asia-Pacific), Latin America (Brazil, Rest of Latin America), Middle East & Africa (South Africa, GCC Countries, Rest of MEA)
Companies covered
  • Activision Blizzard
  • Valve Corporation
  • Electronic Arts 
  • Tencent Holdings Limited
  • Nintendo Co., Ltd.
  • Amazon.com, Inc.
  • Riot Games, Inc.
  • Microsoft Corporation
  • ESL Gaming
  • FACEIT
  • Gfinity plc
  • Huya Inc.
  • Twitch Interactive, Inc.
  • Douyu TV
  • Streamlabs
  • Cloud9
  • Team Liquid
  • Fnatic
  • G2 Esports
  • SK Telecom Co., Ltd.
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Table Of Content

Executive Summary

Market overview

  • Exhibit: Executive Summary – Chart on Market Overview
  • Exhibit: Executive Summary – Data Table on Market Overview
  • Exhibit: Executive Summary – Chart on Esports Market Characteristics
  • Exhibit: Executive Summary – Chart on Market by Geography
  • Exhibit: Executive Summary – Chart on Market Segmentation
  • Exhibit: Executive Summary – Chart on Incremental Growth
  • Exhibit: Executive Summary – Data Table on Incremental Growth
  • Exhibit: Executive Summary – Chart on Vendor Market Positioning

Parent Market Analysis

Market overview

Market size

  • Market Dynamics
    • Exhibit: Impact analysis of DROC, 2021
      • Drivers
      • Opportunities
      • Restraints
      • Challenges
  • SWOT Analysis

KEY MARKET INSIGHTS

  • Technology Analysis
    • (Exhibit: Data Table: Name of technology and details)
  • Pricing Analysis
    • (Exhibit: Data Table: Name of technology and pricing details)
  • Supply Chain Analysis
    • (Exhibit: Detailed Supply Chain Presentation)
  • Value Chain Analysis
    • (Exhibit: Detailed Value Chain Presentation)
  • Ecosystem Of the Market
    • Exhibit: Parent Market Ecosystem Market Analysis
    • Exhibit: Market Characteristics of Parent Market
  • IP Analysis
    • (Exhibit: Data Table: Name of product/technology, patents filed, inventor/company name, acquiring firm)
  • Trade Analysis
    • (Exhibit: Data Table: Import and Export data details)
  • Startup Analysis
    • (Exhibit: Data Table: Emerging startups details)
  • Raw Material Analysis
    • (Exhibit: Data Table: Mapping of key raw materials)
  • Innovation Matrix
    • (Exhibit: Positioning Matrix: Mapping of new and existing technologies)
  • Pipeline product Analysis
    • (Exhibit: Data Table: Name of companies and pipeline products, regional mapping)
  • Macroeconomic Indicators

COVID IMPACT

  • Introduction
  • Impact On Economy—scenario Assessment
    • Exhibit: Data on GDP - Year-over-year growth 2016-2022 (%)
  • Revised Market Size
    • Exhibit: Data Table on Esports Market size and forecast 2021-2027 ($ million)
  • Impact Of COVID On Key Segments
    • Exhibit: Data Table on Segment Market size and forecast 2021-2027 ($ million)
  • COVID Strategies By Company
    • Exhibit: Analysis on key strategies adopted by companies

MARKET DYNAMICS & OUTLOOK

  • Market Dynamics
    • Exhibit: Impact analysis of DROC, 2021
      • Drivers
      • Opportunities
      • Restraints
      • Challenges
  • Regulatory Landscape
    • Exhibit: Data Table on regulation from different region
  • SWOT Analysis
  • Porters Analysis
    • Competitive rivalry
      • Exhibit: Competitive rivalry Impact of key factors, 2021
    • Threat of substitute products
      • Exhibit: Threat of Substitute Products Impact of key factors, 2021
    • Bargaining power of buyers
      • Exhibit: buyers bargaining power Impact of key factors, 2021
    • Threat of new entrants
      • Exhibit: Threat of new entrants Impact of key factors, 2021
    • Bargaining power of suppliers
      • Exhibit: Threat of suppliers bargaining power Impact of key factors, 2021
  • Skyquest special insights on future disruptions
    • Political Impact
    • Economic impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Market Size by Region

  • Chart on Market share by geography 2021-2027 (%)
  • Data Table on Market share by geography 2021-2027(%)
  • North America
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • USA
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Canada
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Europe
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • Germany
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Spain
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • France
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • UK
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of Europe
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Asia Pacific
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • China
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • India
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Japan
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • South Korea
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of Asia Pacific
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Latin America
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • Brazil
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of South America
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Middle East & Africa (MEA)
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • GCC Countries
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • South Africa
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of MEA
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)

KEY COMPANY PROFILES

  • Competitive Landscape
    • Total number of companies covered
      • Exhibit: companies covered in the report, 2021
    • Top companies market positioning
      • Exhibit: company positioning matrix, 2021
    • Top companies market Share
      • Exhibit: Pie chart analysis on company market share, 2021(%)

Methodology

For the Esports Market, our research methodology involved a mixture of primary and secondary data sources. Key steps involved in the research process are listed below:

1. Information Procurement: This stage involved the procurement of Market data or related information via primary and secondary sources. The various secondary sources used included various company websites, annual reports, trade databases, and paid databases such as Hoover's, Bloomberg Business, Factiva, and Avention. Our team did 45 primary interactions Globally which included several stakeholders such as manufacturers, customers, key opinion leaders, etc. Overall, information procurement was one of the most extensive stages in our research process.

2. Information Analysis: This step involved triangulation of data through bottom-up and top-down approaches to estimate and validate the total size and future estimate of the Esports Market.

3. Report Formulation: The final step entailed the placement of data points in appropriate Market spaces in an attempt to deduce viable conclusions.

4. Validation & Publishing: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helped us finalize data points to be used for final calculations. The final Market estimates and forecasts were then aligned and sent to our panel of industry experts for validation of data. Once the validation was done the report was sent to our Quality Assurance team to ensure adherence to style guides, consistency & design.

Analyst Support

Customization Options

With the given market data, our dedicated team of analysts can offer you the following customization options are available for the Esports Market:

Product Analysis: Product matrix, which offers a detailed comparison of the product portfolio of companies.

Regional Analysis: Further analysis of the Esports Market for additional countries.

Competitive Analysis: Detailed analysis and profiling of additional Market players & comparative analysis of competitive products.

Go to Market Strategy: Find the high-growth channels to invest your marketing efforts and increase your customer base.

Innovation Mapping: Identify racial solutions and innovation, connected to deep ecosystems of innovators, start-ups, academics, and strategic partners.

Category Intelligence: Customized intelligence that is relevant to their supply Markets will enable them to make smarter sourcing decisions and improve their category management.

Public Company Transcript Analysis: To improve the investment performance by generating new alpha and making better-informed decisions.

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FAQs

Esports Market size was valued at USD 1.22 billion in 2019 and is poised to grow from USD 1.44 billion in 2023 to USD 5.48 billion by 2031, growing at a CAGR of 21% in the forecast period (2024-2031).

The Esports Market is fairly concentrated, with a few big and medium-sized market participants accounting for a large portion of market revenue. Major players are implementing numerous tactics, including mergers and acquisitions, strategic agreements and contracts, and the development and testing of Esports platforms. 'Activision Blizzard', 'Valve Corporation', 'Electronic Arts ', 'Tencent Holdings Limited', 'Nintendo Co., Ltd.', 'Amazon.com, Inc.', 'Riot Games, Inc.', 'Microsoft Corporation', 'ESL Gaming', 'FACEIT', 'Gfinity plc', 'Huya Inc.', 'Twitch Interactive, Inc.', 'Douyu TV', 'Streamlabs', 'Cloud9', 'Team Liquid', 'Fnatic', 'G2 Esports', 'SK Telecom Co., Ltd.'

Numerous factors such as a surge in awareness of video games and the rise in popularity of Esport drive the growth of the esports market worldwide. Long-term investment initiatives are taken by big companies and an increase in the number of tournaments with huge prize create rewarding occasions in the market during the forecast period.

The popularization of the esports market has aided in the explosive growth of esports investment and revenue. The social component of live streaming and gameplay has helped propel esports into the stratosphere. Twitch and YouTube Gaming, for instance, provide fans with a direct connection to the players and teams, while more popular social media sites have allowed those connections to blossom. Certain esports organizations, like FaZe Clan, are also moving aggressively into areas like merchandise, lending their brands more popularity than if they’d stuck to esports alone.

Capital inflow in Esports is via media rights, live event ticket sales, gear sales, and in-game purchases, although sponsorships and advertising continue to generate the majority of revenue (69%). Asia-Pacific (APAC), North America, and Europe are the top three Esports markets, respectively, in terms of viewership and revenue. APAC will account for more than 57% of worldwide Esports viewing in 2021, up from 51% in 2020. The mobile gaming segment is set to make up 45% of the total Esports market in 2021. That popularity is now spilling over into some competitive areas, as China has a flourishing mobile Esports scenario.

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