Esports Market by Revenue Stream (Media Rights, Publisher Fees, Sponsorships & Direct Advertisements), Platform (Offline, Online) - Global Forecast 2023-2030

Esports Market by Revenue Stream (Media Rights, Publisher Fees, Sponsorships & Direct Advertisements), Platform (Offline, Online) - Global Forecast 2023-2030


The Esports Market size was estimated at USD 1.14 billion in 2022 and expected to reach USD 1.22 billion in 2023, at a CAGR 6.57% to reach USD 1.90 billion by 2030 .

Market Segmentation & Coverage:

This research report analyzes various sub-markets, forecasts revenues, and examines emerging trends in each category to provide a comprehensive outlook on the Esports Market.
  • Based on Revenue Stream, market is studied across Media Rights, Publisher Fees, Sponsorships & Direct Advertisements, and Tickets & Merchandise. The Media Rights is further studied across Online Advertisements and Subscriptions. The Media Rights is projected to witness significant market share during forecast period.
  • Based on Platform, market is studied across Offline and Online. The Offline is projected to witness significant market share during forecast period.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Americas commanded largest market share of 38.74% in 2022, followed by Europe, Middle East & Africa.
Market Statistics:

The report provides market sizing and forecasts across 7 major currencies - USD, EUR, JPY, GBP, AUD, CAD, and CHF; multiple currency support helps organization leaders to make well-informed decisions. In this report, 2018 to 2021 are considered as historical years, 2022 is base year, 2023 is estimated year, and years from 2024 to 2030 are considered as forecast period.

FPNV Positioning Matrix:

The FPNV Positioning Matrix is an indispensable tool for assessing the Esports Market. It comprehensively evaluates vendors, analyzing key metrics related to Business Strategy and Product Satisfaction. This enables users to make informed decisions tailored to their specific needs. Through advanced analysis, vendors are categorized into four distinct quadrants, each representing a different level of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V). Be assured that this insightful framework empowers decision-makers to navigate the market with confidence.

Market Share Analysis:

The Market Share Analysis offers invaluable insights into the vendor landscape Esports Market. By evaluating their impact on overall revenue, customer base, and other key metrics, we provide companies with a comprehensive understanding of their performance and the competitive environment they confront. This analysis also uncovers the level of competition in terms of market share acquisition, fragmentation, dominance, and industry consolidation during the study period.

Key Company Profiles:

The report delves into recent significant developments in the Esports Market, highlighting leading vendors and their innovative profiles. These include Activision Blizzard, Inc., Beyond the Summit (BTS), Electronic Arts Inc., Faceit by Savvy Games Group, Gameloft SE, Gfinity PLC, Hi Rez Studios, HTC Corporation by Google, Intel Corporation, Kabum, Modern Times Group, Nintendo, NVIDIA Corporation, Turner Broadcasting System, and Wargaming.net.

The report offers valuable insights on the following aspects:
  1. Market Penetration: It provides comprehensive information about key players' market dynamics and offerings.
  2. Market Development: In-depth analysis of emerging markets and penetration across mature market segments, highlighting lucrative opportunities.
  3. Market Diversification: Detailed information about new product launches, untapped geographies, recent developments, and investments.
  4. Competitive Assessment & Intelligence: Exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of leading players.
  5. Product Development & Innovation: Intelligent insights on future technologies, R&D activities, and breakthrough product developments.
The report addresses key questions such as:
  1. What is the market size and forecast for the Esports Market?
  2. Which products, segments, applications, and areas hold the highest investment potential in the Esports Market?
  3. What is the competitive strategic window for identifying opportunities in the Esports Market?
  4. What are the latest technology trends and regulatory frameworks in the Esports Market?
  5. What is the market share of the leading vendors in the Esports Market?
  6. Which modes and strategic moves are suitable for entering the Esports Market?


Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Esports Market, by Region
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Growing popularity of video games
5.1.1.2. Increasing awareness of Esports among children
5.1.1.3. Increasing smartphone penetration coupled with better internet connectivity have spurred the number of gamers
5.1.2. Restraints
5.1.2.1. Budget constraints and lack of skilled professionals in esports
5.1.3. Opportunities
5.1.3.1. Large scale investments and adoption of advanced gaming technologies large-scale investments in Esports
5.1.3.2. Adoption of advanced gaming technologies, and positively propel market growth.
5.1.4. Challenges
5.1.4.1. Threat from betting and gambling leading to piracy of games
5.2. Market Segmentation Analysis
5.3. Market Trend Analysis
5.4. Cumulative Impact of COVID-19
5.5. Cumulative Impact of Russia-Ukraine Conflict
5.6. Cumulative Impact of High Inflation
5.7. Porter’s Five Forces Analysis
5.7.1. Threat of New Entrants
5.7.2. Threat of Substitutes
5.7.3. Bargaining Power of Customers
5.7.4. Bargaining Power of Suppliers
5.7.5. Industry Rivalry
5.8. Value Chain & Critical Path Analysis
5.9. Regulatory Framework
5.10. Client Customization
6. Esports Market, by Revenue Stream
6.1. Introduction
6.2. Media Rights
6.3.1. Online Advertisements
6.3.2. Subscriptions
6.3. Publisher Fees
6.4. Sponsorships & Direct Advertisements
6.5. Tickets & Merchandise
7. Esports Market, by Platform
7.1. Introduction
7.2. Offline
7.3. Online
8. Americas Esports Market
8.1. Introduction
8.2. Argentina
8.3. Brazil
8.4. Canada
8.5. Mexico
8.6. United States
9. Asia-Pacific Esports Market
9.1. Introduction
9.2. Australia
9.3. China
9.4. India
9.5. Indonesia
9.6. Japan
9.7. Malaysia
9.8. Philippines
9.9. Singapore
9.10. South Korea
9.11. Taiwan
9.12. Thailand
9.13. Vietnam
10. Europe, Middle East & Africa Esports Market
10.1. Introduction
10.2. Denmark
10.3. Egypt
10.4. Finland
10.5. France
10.6. Germany
10.7. Israel
10.8. Italy
10.9. Netherlands
10.10. Nigeria
10.11. Norway
10.12. Poland
10.13. Qatar
10.14. Russia
10.15. Saudi Arabia
10.16. South Africa
10.17. Spain
10.18. Sweden
10.19. Switzerland
10.20. Turkey
10.21. United Arab Emirates
10.22. United Kingdom
11. Competitive Landscape
11.1. FPNV Positioning Matrix
11.2. Market Share Analysis, By Key Player
11.3. Competitive Scenario Analysis, By Key Player
12. Competitive Portfolio
12.1. Key Company Profiles
12.1.1. Activision Blizzard, Inc.
12.1.2. Beyond the Summit (BTS)
12.1.3. Electronic Arts Inc.
12.1.4. Faceit by Savvy Games Group
12.1.5. Gameloft SE
12.1.6. Gfinity PLC
12.1.7. Hi Rez Studios
12.1.8. HTC Corporation by Google
12.1.9. Intel Corporation
12.1.10. Kabum
12.1.11. Modern Times Group
12.1.12. Nintendo
12.1.13. NVIDIA Corporation
12.1.14. Turner Broadcasting System
12.1.15. Wargaming.net
12.2. Key Product Portfolio
13. Appendix
13.1. Discussion Guide
13.2. License & Pricing

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