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“Global eSports Market” is the title of a report recently produced by MarketResearch.biz, after a thorough study and analysis. The global eSports market report has been segmented on the basis of revenue model, end-user, gender, and region.
eSports, also known as electronic sports, are video games, which has been gaining much popularity among youngsters and other gamers. Owing to multiplayer video gaming competitions and increasing popularity, eSports is recognized as a mainstream game from the last decade. The current gamers, who participate in such competitions, have different objectives such as obtaining funds for their business or to get recognition. These competitions are generally held online or a WAN, which is viewed by millions around the globe. Electronic sports are known as mind sports in which various players contest each other in different video gaming competitions, which are organized on a large scale. Multiplayer can participate in most of these games. FPS, RTS, and MOBA are the best examples for some of the well-known and prominent video games, which are played online. The known platforms for streaming content are YouTube or Twitch. These games can be placed before a massive audience and this is an advantage for sponsors of eSports. eSports are much sophisticated and it should be in acquaintance with experiences of various players. The market of eSports brings much scope for software developers, programmers, and coders as at times there will be requirements for adding new features or increasing complexity. Games such as StarCraft II and League of legends have been designed in such a way enabling it to be suitable for any electronic sports competition.
The major factor driving growth of the global eSports market is increasing number of eSports tournaments attributed to growing popularity of the games among sportsmen worldwide. In addition, media rights, content streaming, tournaments, corporate initiatives in the form of ticket sales, merchandise, and sponsorships are some of the other factors driving growth of the global eSports market. Moreover, end-user related games and streaming of eSports are expected to further drive growth of the market in the global eSports market during the forecast period. The major contributors to streaming content online are Twitch and YouTube. Market entrants are projected to give tough competition to key players in the global market over the forecast period. However, the global eSports market is expected to grow a higher CAGR over the forecast period. The global eSports market is majorly driven by mobile gaming and cloud gaming. Proliferation of smartphones, increasing processing power of smartphones, and growing popularity of 5G networks are projected to further drive demand for the product in the global eSports market over the forecast period. Owing to increasing interactive and streaming features, the demand for eSports is projected to further drive over the forecast period. Another factor driving growth of the global eSports market is influence of social media in eSports and live streaming of it on various social platforms.
Global eSports Market Segment Analysis:
By Revenue Model: Among the revenue model segments, the sponsorship accounts for highest revenue share as compared to other segments such as advertisement, media rights, and others and this is projected to cintinue its dominance over the forecast period.
By End-user: The regular participants/viewers segment among the end-user segments is expected to account for highest revenue share in the global eSports market, and the trend is projected to continue over the forecast period. This is attributed to participants, who are regularly participating in competitions for gaining money and reputation. In addition, growing number of audience for the games support growth of the market.
Global eSports Market Regional Analysis:
Among the regions, the North America market is expected to maintain its dominance in terms of revenue share, which is attributed to increasing number of audiences, both participants and viewers, in the region. Moreover, increasing popularity of eSports in the region supports growth of the market.
Global eSports Market Segmentation:
By Revenue Model:
- Media Rights
- Regular Participants/Viewers
- Occasional Participants/Viewers
- Male Viewers
- Female Viewers
- North America
- Asia Pacific
- Latin America
- Middle East & Africa
Attribute Report Details Market Size Ask For Market Size Growth Rate Ask For Growth Rate Key Companies Ask For Companies Report Coverage Revenue analysis, Competitive landscape, Key company analysis, Market Trends, Key segments, Distribution Channel, Market Dynamics, COVID-19 Impact Analysis and more… Historical Data Period 2015-2020 Base Year 2022 Forecast Period 2022-2031 Region Scope North America, Europe, Asia-Pacific, South America, Middle East & Africa Country Scope United States, Canada and Mexico, Germany, France, UK, Russia and Italy, China, Japan, Korea, India and Southeast Asia, Brazil, Argentina, Colombia etc.Saudi Arabia, UAE, Egypt, Nigeria and South Africa Revenue in US$ Mn
- Team SoloMid
- Team Liquid
- Epic Games
- Valve Corporation
- Activision Blizzard
- Echo Fox
- Bethesda Softworks
- Aksys Games
- Microsoft Studios
- Electronic Arts (EA)
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