According to the research report, the global eSports market size is expected to touch USD 33.38 Billion by 2032, from USD 4.4 Billion in 2022, growing with a significant CAGR of 22.47% from 2023 to 2032.
The eSports report offers a comprehensive study of the current state expected at the major drivers, market strategies, and key vendors’ growth. The report presents energetic visions to conclude and study the market size, market hopes, and competitive surroundings. The research also focuses on the important achievements of the market, research & development, and regional growth of the leading competitors operating in the market. The current trends of the global eSports in conjunction with the geographical landscape of this vertical have also been included in this report.
The report offers intricate dynamics about different aspects of the global eSports market, which aids companies operating in the market in making strategic development decisions. The study also elaborates on significant changes that are highly anticipated to configure growth of the global eSports during the forecast period. It also includes a key indicator assessment that highlights growth prospects of this market and estimates statistics related to growth of the market in terms of value (US$ Mn) and volume (tons).
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Report Scope of the eSports Market:
Report Coverage | Details |
Market Size in 2023 | USD 5.38 Billion |
Market Size by 2032 | USD 33.38 Billion |
Growth Rate from 2023 to 2032 | CAGR of 22.47% |
Largest Market | North America |
Fastest Growing Market | Asia Pacific |
Base Year | 2022 |
Forecast Period | 2023 to 2032 |
Segments Covered | By Streaming Type, By Revenue Streams, and By Gaming Genre |
Regions Covered | North America, Europe, Asia-Pacific, Latin America and Middle East & Africa |
This study covers a detailed segmentation of the global eSports market, along with key information and a competition outlook. The report mentions company profiles of players that are currently dominating the global eSports market, wherein various developments, expansions, and winning strategies practiced and implemented by leading players have been presented in detail.
Key Players
- Tencent Holding Limited
- Nintendo of America Inc.
- Valve Corporation
- Activision Blizzard, Inc.
- Electronic Arts Inc.
- Gameloft SE
- Modern Times Group (MTG)
- Gfinity plc
- Allied Esports
- Take-Two Interactive
- Huya
- Fragbite Group
Market Segmentation
By Streaming Type
- On demand
- Live
By Revenue Streams
- Media Rights
- Tickets and Merchandise
- Sponsorship
- Advertising
- Publisher Fees
By Gaming Genre
- First Person Shooter Games
- Real-time Strategy Games
- Fighting Games Multiplayer
- Mass Multiplayer Online Role-playing Games
- Online Battle Arena Games
- Others
By Geography
- North America
- Europe
- Asia-Pacific
- Latin America
- Middle East and Africa
Research Methodology
The research methodology adopted by analysts for compiling the global eSports report is based on detailed primary as well as secondary research. With the help of in-depth insights of the market-affiliated information that is obtained and legitimated by market-admissible resources, analysts have offered riveting observations and authentic forecasts for the global market.
During the primary research phase, analysts interviewed market stakeholders, investors, brand managers, vice presidents, and sales and marketing managers. Based on data obtained through interviews of genuine resources, analysts have emphasized the changing scenario of the global market.
For secondary research, analysts scrutinized numerous annual report publications, white papers, market association publications, and company websites to obtain the necessary understanding of the global eSports market.
TABLE OF CONTENT
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology (Premium Insights)
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on ESports Market
5.1. COVID-19 Landscape: ESports Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global ESports Market, By Streaming Type
8.1. ESports Market, by Streaming Type, 2023-2032
8.1.1 On demand
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Live
8.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global ESports Market, By Revenue Streams
9.1. ESports Market, by Revenue Streams, 2023-2032
9.1.1. Media Rights
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. Tickets and Merchandise
9.1.2.1. Market Revenue and Forecast (2020-2032)
9.1.3. Sponsorship
9.1.3.1. Market Revenue and Forecast (2020-2032)
9.1.4. Advertising
9.1.4.1. Market Revenue and Forecast (2020-2032)
9.1.5. Publisher Fees
9.1.5.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global ESports Market, By Gaming Genre
10.1. ESports Market, by Gaming Genre, 2023-2032
10.1.1. First Person Shooter Games
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Real-time Strategy Games
10.1.2.1. Market Revenue and Forecast (2020-2032)
10.1.3. Fighting Games Multiplayer
10.1.3.1. Market Revenue and Forecast (2020-2032)
10.1.4. Mass Multiplayer Online Role-playing Games
10.1.4.1. Market Revenue and Forecast (2020-2032)
10.1.5. Online Battle Arena Games
10.1.5.1. Market Revenue and Forecast (2020-2032)
10.1.6. Others
10.1.6.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global ESports Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.1.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.1.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.1.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2. Europe
11.2.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3. APAC
11.3.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4. MEA
11.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.5.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.5.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
Chapter 12. Company Profiles
12.1. Tencent Holding Limited
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Nintendo of America Inc.
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Valve Corporation
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Activision Blizzard, Inc.
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Electronic Arts Inc.
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Gameloft SE
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Modern Times Group (MTG)
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. Gfinity plc
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Allied Esports
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Take-Two Interactive
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
Chapter 13. Research Methodology
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
Chapter 14. Appendix
14.1. About Us
14.2. Glossary of Terms
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