eSports Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032

eSports Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032



Growth Factors of eSports Market

The eSports market size was valued at USD 1.72 billion in 2023, and the market is now projected to grow from USD 2.06 billion in 2024 to USD 9.29 billion by 2032, exhibiting a CAGR of 20.7% during the forecast period of 2023-2030.

The COVID-19 outbreak fueled the demand for online gaming and person interplay with multiplayer games. Gaming businesses’ sales witnessed a massive upward thrust in the course of this period as several individuals became to digital sports activities for amusement. Additionally, as social distancing norms reduced enterprise and purchaser activity substantially, gaming presented an attractive distraction for humans seeking out social interaction at domestic.

Constant improvements in era internationally have forced people to depend upon smartphones, high-tech gadgets, and the internet. With many people interested in playing video video games, video gaming groups have adopted a routine revenue version in recent years. Additionally, online game tournaments, digital fact products, and consumer spending on video content are experiencing fantastic increase globally because of the creation of advanced technologies. This outcomes in eSports market growth.

This marketplace earns its revenue from commercials which are aimed toward digital sports visitors, which consist of ads displayed in the course of live streams on on-line systems or electronic sports TV. Advertising is probable to generate good sized eSports market revenue within the coming years due to increasing viewership on on-line platforms including YouTube and Twitch.

Comprehensive Analysis of eSports Market

The eSports market is rising at an exponential charge due to its marketplace segmentation. Based on streaming type, the market is bifurcated into video-on-demand and live. Based on revenue streaming, the market is segmented into game publisher fees, advertisement, sponsorship, media rights, ticket & merchandise, and others. Based on gaming genre, the market is classified into mass multiplayer online role-playing games, first person shooter games, fighting games, multiplayer online battle arena games, real-time strategy games, and others.

North America has the largest eSports market share. The region has a substantial variety of online gamers this is predicted to force the market growth. The main businesses in the vicinity are Activision Blizzard, Inc., Riot Games, Inc., X1 Esports and Entertainment Ltd., and others. These organizations are investing heavily in studies & development sports to obtain a competitive area and fulfill customer desires.

The top players in the market play a crucial role in the eSports industry assuring industrial prospectus growth and setting market standards. These players include, Sony Corporation (Japan), Twitch Interactive, Inc. (U.S.), Tencent Holdings Limited (China), Activision Blizzard, Inc. (U.S.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), Caffeine (U.S.), and DLive Entertainment Pte. Ltd. (U.S.).

In April 2023, Video enhancing SaaS company, VideoVerse, announced the purchase of Reely.Ai, an AI-based content writer to reinforce its talents in delivering AI-powered content material to its clients.

Segmentation Table

Attribute Details

Study Period 2019-2032

Base Year 2023

Estimated Year 2024

Forecast Period 2024-2032

Historical Period 2019-2022

Growth Rate CAGR of 20.7% from 2024 to 2032

Unit Value (USD Billion)

Segmentation By Streaming Type

Live

Video-on-demand

By Revenue Streaming

Media Rights

Advertisement

Sponsorship

Ticket & Merchandise

Game Publisher Fees

Others (In-app Purchase and Others)

By Gaming Genre

Real-time Strategy Games

First Person Shooter Games

Fighting Games

Multiplayer Online Battle Arena Games

Mass Multiplayer Online Role-playing Games

Others (Racing and eSports Simulators and Others)

By Region

North America (By Streaming Type, By Revenue Streaming, By Gaming Genre, and By Country)

- U.S. (Revenue Streaming)

- Canada (Revenue Streaming)

- Mexico (Revenue Streaming)

South America (By Streaming Type, By Revenue Streaming, By Gaming Genre, and By Country)

- Brazil (Revenue Streaming)

- Argentina (Revenue Streaming)

- Rest of South America

Europe (By Streaming Type, By Revenue Streaming, By Gaming Genre, and By Country)

- U.K. (Revenue Streaming)

- Germany (Revenue Streaming)

- France (Revenue Streaming)

- Italy (Revenue Streaming)

- Spain (Revenue Streaming)

- Russia (Revenue Streaming)

- Benelux (Revenue Streaming)

- Nordics (Revenue Streaming)

- Rest of Europe

Middle East & Africa (By Streaming Type, By Revenue Streaming, By Gaming Genre, and By Country)

- Turkey (Revenue Streaming)

- Israel (Revenue Streaming)

- GCC (Revenue Streaming)

- South Africa (Revenue Streaming)

- North Africa (Revenue Streaming)

- Rest of the Middle East & Africa

Asia Pacific (By Streaming Type, By Revenue Streaming, By Gaming Genre, and By Country)

- China (Revenue Streaming)

- India (Revenue Streaming)

- Japan (Revenue Streaming)

- South Korea (Revenue Streaming)

- ASEAN (Revenue Streaming)

- Oceania (Revenue Streaming)

- Rest of Asia Pacific


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1. Introduction
1.1. Definition, By Segment
1.2. Research Methodology/Approach
1.3. Data Sources
2. Executive Summary
3. Market Dynamics
3.1. Macro and Micro Economic Indicators
3.2. Drivers, Restraints, Opportunities and Trends
4. Competition Landscape
4.1. Business Strategies Adopted by Key Players
4.2. Consolidated SWOT Analysis of Key Players
4.3. Global eSports Key Players Market Share Insights and Analysis, 2023
5. Global eSports Market Size Estimates and Forecasts, By Segments, 2019-2032
5.1. Key Findings
5.2. By Streaming Type (USD)
5.2.1. Live
5.2.2. On-demand
5.3. By Revenue Streaming (USD)
5.3.1. Media Rights
5.3.2. Advertisement
5.3.3. Sponsorship
5.3.4. Ticket & Merchandise
5.3.5. Game Publisher Fees
5.3.6. Others (In-app Purchase and Others)
5.4. By Gaming Genre (USD)
5.4.1. Real-time Strategy Games
5.4.2. First Person Shooter Games
5.4.3. Fighting Games
5.4.4. Multiplayer Online Battle Arena Games
5.4.5. Mass Multiplayer Online Role-playing Games
5.4.6. Others (Racing and eSports Simulators and Others)
5.5. By Region (USD)
5.5.1. North America
5.5.2. South America
5.5.3. Europe
5.5.4. Middle East & Africa
5.5.5. Asia Pacific
6. North America eSports Market Size Estimates and Forecasts, By Segments, 2019-2032
6.1. Key Findings
6.2. By Streaming Type (USD)
6.2.1. Live
6.2.2. On-demand
6.3. By Revenue Streaming (USD)
6.3.1. Media Rights
6.3.2. Advertisement
6.3.3. Sponsorship
6.3.4. Ticket & Merchandise
6.3.5. Game Publisher Fees
6.3.6. Others (In-app Purchase and Others)
6.4. By Gaming Genre (USD)
6.4.1. Real-time Strategy Games
6.4.2. First Person Shooter Games
6.4.3. Fighting Games
6.4.4. Multiplayer Online Battle Arena Games
6.4.5. Mass Multiplayer Online Role-playing Games
6.4.6. Others (Racing and eSports Simulators and Others)
6.5. By Country (USD)
6.5.1. United States
6.5.1.1. By Revenue Streaming
6.5.2. Canada
6.5.2.1. By Revenue Streaming
6.5.3. Mexico
6.5.3.1. By Revenue Streaming
7. South America eSports Market Size Estimates and Forecasts, By Segments, 2019-2032
7.1. Key Findings
7.2. By Streaming Type (USD)
7.2.1. Live
7.2.2. On-demand
7.3. By Revenue Streaming (USD)
7.3.1. Media Rights
7.3.2. Advertisement
7.3.3. Sponsorship
7.3.4. Ticket & Merchandise
7.3.5. Game Publisher Fees
7.3.6. Others (In-app Purchase and Others)
7.4. By Gaming Genre (USD)
7.4.1. Real-time Strategy Games
7.4.2. First Person Shooter Games
7.4.3. Fighting Games
7.4.4. Multiplayer Online Battle Arena Games
7.4.5. Mass Multiplayer Online Role-playing Games
7.4.6. Others (Racing and eSports Simulators and Others)
7.5. By Country (USD)
7.5.1. Brazil
7.5.1.1. By Revenue Streaming
7.5.2. Argentina
7.5.2.1. By Revenue Streaming
7.5.3. Rest of South America
8. Europe eSports Market Size Estimates and Forecasts, By Segments, 2019-2032
8.1. By Streaming Type (USD)
8.1.1. Live
8.1.2. On-demand
8.2. By Revenue Streaming (USD)
8.2.1. Media Rights
8.2.2. Advertisement
8.2.3. Sponsorship
8.2.4. Ticket & Merchandise
8.2.5. Game Publisher Fees
8.2.6. Others (In-app Purchase and Others)
8.3. By Gaming Genre (USD)
8.3.1. Real-time Strategy Games
8.3.2. First Person Shooter Games
8.3.3. Fighting Games
8.3.4. Multiplayer Online Battle Arena Games
8.3.5. Mass Multiplayer Online Role-playing Games
8.3.6. Others (Racing and eSports Simulators and Others)
8.4. By Country (USD)
8.4.1. United Kingdom
8.4.1.1. By Revenue Streaming
8.4.2. Germany
8.4.2.1. By Revenue Streaming
8.4.3. France
8.4.3.1. By Revenue Streaming
8.4.4. Italy
8.4.4.1. By Revenue Streaming
8.4.5. Spain
8.4.5.1. By Revenue Streaming
8.4.6. Russia
8.4.6.1. By Revenue Streaming
8.4.7. Benelux
8.4.7.1. By Revenue Streaming
8.4.8. Nordics
8.4.8.1. By Revenue Streaming
8.4.9. Rest of Europe
9. Middle East & Africa eSports Market Size Estimates and Forecasts, By Segments, 2019-2032
9.1. By Streaming Type (USD)
9.1.1. Live
9.1.2. On-demand
9.2. By Revenue Streaming (USD)
9.2.1. Media Rights
9.2.2. Advertisement
9.2.3. Sponsorship
9.2.4. Ticket & Merchandise
9.2.5. Game Publisher Fees
9.2.6. Others (In-app Purchase and Others)
9.3. By Gaming Genre (USD)
9.3.1. Real-time Strategy Games
9.3.2. First Person Shooter Games
9.3.3. Fighting Games
9.3.4. Multiplayer Online Battle Arena Games
9.3.5. Mass Multiplayer Online Role-playing Games
9.3.6. Others (Racing and eSports Simulators and Others)
9.4. By Country (USD)
9.4.1. Turkey
9.4.1.1. By Revenue Streaming
9.4.2. Israel
9.4.2.1. By Revenue Streaming
9.4.3. GCC
9.4.3.1. By Revenue Streaming
9.4.4. North Africa
9.4.4.1. By Revenue Streaming
9.4.5. South Africa
9.4.5.1. By Revenue Streaming
9.4.6. Rest of MEA
10. Asia Pacific eSports Market Size Estimates and Forecasts, By Segments, 2019-2032
10.1. By Streaming Type (USD)
10.1.1. Live
10.1.2. On-demand
10.2. By Revenue Streaming (USD)
10.2.1. Media Rights
10.2.2. Advertisement
10.2.3. Sponsorship
10.2.4. Ticket & Merchandise
10.2.5. Game Publisher Fees
10.2.6. Others (In-app Purchase and Others)
10.3. By Gaming Genre (USD)
10.3.1. Real-time Strategy Games
10.3.2. First Person Shooter Games
10.3.3. Fighting Games
10.3.4. Multiplayer Online Battle Arena Games
10.3.5. Mass Multiplayer Online Role-playing Games
10.3.6. Others (Racing and eSports Simulators and Others)
10.4. By Country (USD)
10.4.1. China
10.4.1.1. By Revenue Streaming
10.4.2. India
10.4.2.1. By Revenue Streaming
10.4.3. Japan
10.4.3.1. By Revenue Streaming
10.4.4. South Kore
10.4.4.1. By Revenue Streaming
10.4.5. ASEAN
10.4.5.1. By Revenue Streaming
10.4.6. Oceania
10.4.6.1. By Revenue Streaming
10.4.7. Rest of Asia Pacific
11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)
11.1. Twitch Interactive, Inc.
11.1.1. Overview
11.1.1.1. Key Management
11.1.1.2. Headquarters
11.1.1.3. Offerings/Business Segments
11.1.2. Key Details (Key details are consolidated data and not product/service specific)
11.1.2.1. Employee Size
11.1.2.2. Past and Current Revenue
11.1.2.3. Geographical Share
11.1.2.4. Business Segment Share
11.1.2.5. Recent Developments
11.2. Activision Blizzard, Inc.
11.2.1. Overview
11.2.1.1. Key Management
11.2.1.2. Headquarters
11.2.1.3. Offerings/Business Segments
11.2.2. Key Details (Key details are consolidated data and not product/service specific)
11.2.2.1. Employee Size
11.2.2.2. Past and Current Revenue
11.2.2.3. Geographical Share
11.2.2.4. Business Segment Share
11.2.2.5. Recent Developments
11.3. Tencent Holdings Limited
11.3.1. Overview
11.3.1.1. Key Management
11.3.1.2. Headquarters
11.3.1.3. Offerings/Business Segments
11.3.2. Key Details (Key details are consolidated data and not product/service specific)
11.3.2.1. Employee Size
11.3.2.2. Past and Current Revenue
11.3.2.3. Geographical Share
11.3.2.4. Business Segment Share
11.3.2.5. Recent Developments
11.4. Riot Games, Inc.
11.4.1. Overview
11.4.1.1. Key Management
11.4.1.2. Headquarters
11.4.1.3. Offerings/Business Segments
11.4.2. Key Details (Key details are consolidated data and not product/service specific)
11.4.2.1. Employee Size
11.4.2.2. Past and Current Revenue
11.4.2.3. Geographical Share
11.4.2.4. Business Segment Share
11.4.2.5. Recent Developments
11.5. Gfinity plc
11.5.1. Overview
11.5.1.1. Key Management
11.5.1.2. Headquarters
11.5.1.3. Offerings/Business Segments
11.5.2. Key Details (Key details are consolidated data and not product/service specific)
11.5.2.1. Employee Size
11.5.2.2. Past and Current Revenue
11.5.2.3. Geographical Share
11.5.2.4. Business Segment Share
11.5.2.5. Recent Developments
11.6. X1 eSports and Entertainment Ltd.
11.6.1. Overview
11.6.1.1. Key Management
11.6.1.2. Headquarters
11.6.1.3. Offerings/Business Segments
11.6.2. Key Details (Key details are consolidated data and not product/service specific)
11.6.2.1. Employee Size
11.6.2.2. Past and Current Revenue
11.6.2.3. Geographical Share
11.6.2.4. Business Segment Share
11.6.2.5. Recent Developments
11.7. Loco (Stoughton Street Tech Labs Private Limited
11.7.1. Overview
11.7.1.1. Key Management
11.7.1.2. Headquarters
11.7.1.3. Offerings/Business Segments
11.7.2. Key Details (Key details are consolidated data and not product/service specific)
11.7.2.1. Employee Size
11.7.2.2. Past and Current Revenue
11.7.2.3. Geographical Share
11.7.2.4. Business Segment Share
11.7.2.5. Recent Developments
11.8. Caffeine
11.8.1. Overview
11.8.1.1. Key Management
11.8.1.2. Headquarters
11.8.1.3. Offerings/Business Segments
11.8.2. Key Details (Key details are consolidated data and not product/service specific)
11.8.2.1. Employee Size
11.8.2.2. Past and Current Revenue
11.8.2.3. Geographical Share
11.8.2.4. Business Segment Share
11.8.2.5. Recent Developments
11.9. DLive Entertainment Pte. Ltd.
11.9.1. Overview
11.9.1.1. Key Management
11.9.1.2. Headquarters
11.9.1.3. Offerings/Business Segments
11.9.2. Key Details (Key details are consolidated data and not product/service specific)
11.9.2.1. Employee Size
11.9.2.2. Past and Current Revenue
11.9.2.3. Geographical Share
11.9.2.4. Business Segment Share
11.9.2.5. Recent Developments
11.10. Sony Corporation
11.10.1. Overview
11.10.1.1. Key Management
11.10.1.2. Headquarters
11.10.1.3. Offerings/Business Segments
11.10.2. Key Details (Key details are consolidated data and not product/service specific)
11.10.2.1. Employee Size
11.10.2.2. Past and Current Revenue
11.10.2.3. Geographical Share
11.10.2.4. Business Segment Share
11.10.2.5. Recent Developments

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