Esports Market, By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights, and Others), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa)

Esports Market, By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights, and Others), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa)


The global esports market has been witnessing robust growth in the recent years. Esports refers to organized video game competitions played professionally by individuals and teams. It includes a wide range of video game genres like fighting games, first-person shooters, real-time strategy games, and multiplayer online battle arena games. Increased internet penetration and availability of high-speed connectivity have enabled multiplayer online gaming and spectating of esports events through live streaming platforms. Growing popularity of esports influencers on social media channels has further boosted the fan engagement with the industry. Rapid advancement of technology is helping improve the infrastructure for conducting esports events and powering next-gen gaming experiences. This has opened up new opportunities for brands to target tech-savvy young demographics through esports sponsorships and marketing initiatives.

Market Dynamics:

The global esports market is expected to exhibit strong growth over the forecast period, driven by several factors. Significant rise in the number of esports enthusiasts and participants worldwide is a key growth driver. Growing millennial interest in video games and expansion of esports leagues by publishers are fueling the market growth. Expanding media coverage of prominent esports tournaments on TV channels and live streaming platforms is helping increase the overall visibility and fan following of competitive video gaming. Availability of affordable high-speed internet connectivity in developing regions is facilitating real-time multiplayer gaming. Rising sponsorship revenues from endemic and non-endemic brands who view esports as an effective promotional channel to engage the youth. However, high costs associated with esports infrastructure and issues such as performance-enhancing drugs, gambling, and violence in a few game titles are expected to restrain the market to a certain extent. Emergence of cloud gaming solutions presents new avenues by lowering the entry barrier for gamers.

Key Features of the Study:
  • This report provides in-depth analysis of the global esports market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2024–2031), considering 2023 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players
  • It profiles key players in the global esports market based on the following parameters – company highlights, products portfolio, key highlights, financial performance, and strategies
  • Key companies covered as a part of this study include Activision Blizzard Inc., Amazon.com Inc., Alphabet Inc., Capcom Co Ltd, Electronic Arts Inc., Envy Gaming LLC, Epic Games Inc., Esports Entertainment Group Inc, Gfinity Plc, Gameloft SE, HTC Corp, Intel Corp, Meta Platforms Inc, Modern Times Group MTG AB, and NVIDIA Corp
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics
  • The global esports market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global esports market
Detailed Segmentation:
  • By Revenue Source
  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Publisher Fees
  • Media Rights
  • Others
  • By Region
  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East
  • Africa
  • Key Players Insights
  • Activision Blizzard Inc.
  • Amazon.com Inc.
  • Alphabet Inc.
  • Capcom Co Ltd
  • Electronic Arts Inc.
  • Envy Gaming LLC
  • Epic Games Inc.
  • Esports Entertainment Group Inc
  • Gfinity Plc
  • Gameloft SE
  • HTC Corp
  • Intel Corp
  • Meta Platforms Inc
  • Modern Times Group MTG AB
  • NVIDIA Corp


1. Research Objectives and Assumptions
Research Objectives
Assumptions
Abbreviations
2. Market Purview
Report Description
Market Definition and Scope
Executive Summary
Market Snippet, By Revenue Source
Market Snippet, By Region
Coherent Opportunity Map (COM)
3. Market Dynamics, Regulations, and Trends Analysis
Market Dynamics
Drivers
Restraints
Market Opportunities
Regulatory Scenario
Industry Trend
Merger and Acquisitions
New System Launches/Approvals
Impact of COVID-19 Pandemic
4. Global Esports Market, By Revenue Source, 2019-2031 (US$ Billion)
Introduction
Market Share Analysis, 2024, 2027 and 2031 (%)
Y-o-Y Growth Analysis, 2020 - 2031
Segment Trends
Sponsorship
Introduction
Market Size and Forecast, 2019–2031, (US$ Billion)
Advertising
Introduction
Market Size and Forecast, 2019–2031, (US$ Billion)
Merchandise & Tickets
Introduction
Market Size and Forecast, 2019–2031, (US$ Billion)
Publisher Fees
Introduction
Market Size and Forecast, 2019–2031, (US$ Billion)
Media Rights
Introduction
Market Size and Forecast, 2019–2031, (US$ Billion)
Others
Introduction
Market Size and Forecast, 2019–2031, (US$ Billion)
5. Global Esports Market, By Region, 2019-2031 (US$ Billion)
Introduction
Market Share Analysis, By Region, 2024 and 2031 (%)
North America
Regional Trends
Market Size and Forecast, By Revenue Source, 2019–2031 (US$ Billion)
Market Share Analysis, By Country, 2024 and 2031 (%)
U.S.
Canada
Europe
Regional Trends
Market Size and Forecast, By Revenue Source, 2019–2031 (US$ Billion)
Market Share Analysis, By Country, 2024 and 2031 (%)
U.K.
Germany
France
Russia
Rest of Europe
Asia Pacific
Regional Trends
Market Size and Forecast, By Revenue Source, 2019–2031 (US$ Billion)
Market Share Analysis, By Country, 2024 and 2031 (%)
China
India
Japan
ASEAN
Australia
South Korea
Rest of Asia Pacific
Latin America
Regional Trends
Market Size and Forecast, By Revenue Source, 2019–2031 (US$ Billion)
Market Share Analysis, By Country, 2024 and 2031 (%)
Brazil
Argentina
Mexico
Rest of Latin America
Middle East & Africa
Regional Trends
Market Size and Forecast, By Revenue Source, 2019–2031 (US$ Billion)
Market Share Analysis, By Country, 2024 and 2031 (%)
South Africa
GCC Countries
Rest of the Middle East & Africa
6. Competitive Landscape
Company Profiles
Activision Blizzard Inc.
Company Overview
Product Portfolio
Financial Performance
Key Strategies
Recent Developments/Updates
Amazon.com Inc.
Alphabet Inc.
Capcom Co Ltd
Electronic Arts Inc.
Envy Gaming LLC
Epic Games Inc.
Esports Entertainment Group Inc
Gfinity Plc
Gameloft SE
HTC Corp
Intel Corp
Meta Platforms Inc
Modern Times Group MTG AB
NVIDIA Corp
7. Wheel of Fortune
Wheel of Fortune
Analyst View
Coherent Opportunity Map
8. Reference and Research Methodology
References
Research Methodology
About us and Sales Contact
*Browse 60 market data tables and 40 figures on "Global Esports Market - Global forecast to 2031”

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