Global Esports Market Forecast 2022-2030

Global Esports Market Forecast 2022-2030

KEY FINDINGS

The global eSports market is projected to register a CAGR of 22.18% during the forecast period, 2022-2030. The market growth drivers include improved internet access and speed, franchise & sponsorship, prize money, and live streaming of esports events.

MARKET INSIGHTS

eSports entails organized competitive video gaming. The teams compete in tournaments for a cash prize. Also, it is followed by hordes of fans globally who tune in online or through live events. The advancing internet accessibility and speed is one of the key drivers of the global eSports market growth. The global download speed on fixed and mobile broadband increased from 55 Mbps to 107.50 Mbps in July 2021. As per the Speedteest Global Index, from July 2020 to July 2021, fixed broadband increased by 31.9%, and mobile broadband increased by 59.5%.

In eSports, ‘ping,’ a numerical measure of the latency between their device and the game’s server, is highly important in competitive circumstances. Low speeds result in latency in the gameplay. This hinders the gamers’ interaction with the virtual world and their chances of winning. As a result, there is an increasing need for the fastest commercially accessible connection that offers additional stability and speed. Moreover, the enhanced and stable internet connection has made eSports lucrative among players. In addition, 5G technology is estimated to offer more potential for mobile gaming in the coming years. However, the health concerns and lack of a single regulatory body pose a challenge to the global eSports market growth.

REGIONAL INSIGHTS

The global eSports market growth assessment includes the geographical evaluation of North America, Europe, Asia-Pacific, and Rest of World. Asia-Pacific is the largest revenue-generating region in the global market, accredited to the rising investments in games and events.

COMPETITIVE INSIGHTS

The market rivalry is expected to be high, with several universities offering varsity eSports programs. Some of the key companies in the market include Take-Two Interactive, Riot Games Inc, Electronic Arts, Activision Blizzard, etc.

Our report offerings include:
• Explore key findings of the overall market
• Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
• Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions
• Market Segmentation cater to a thorough assessment of key segments with their market estimations
• Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
• Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
• Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
• Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments


1. Research Scope & Methodology
1.1. Study Objectives
1.2. Scope Of Study
1.3. Methodology
1.4. Assumptions & Limitations
2. Executive Summary
2.1. Market Size & Estimates
2.2. Market Overview
3. Market Dynamics
3.1. Market Scope
3.2. Key Drivers
3.2.1. Improvement In Internet Speed And Accessibility
3.2.2. Live Streaming Of Esports Events
3.2.3. Prize Money Involved In Esports
3.2.4. Sponsorships & Franchise
3.3. Key Restraints
3.3.1. Health Concerns
3.3.2. Lack Of Single Regulatory Body
4. Key Analytics
4.1. Impact Of Covid-19 On Esports Market
4.2. Key Market Trends
4.3. Porter’s Five Forces Analysis
4.3.1. Buyers Power
4.3.2. Suppliers Power
4.3.3. Substitution
4.3.4. New Entrants
4.3.5. Industry Rivalry
4.4. Opportunity Matrix
4.5. Vendor Landscape
5. Market By Revenue Streams
5.1. Sponsorship
5.2. Media Rights
5.3. Merchandise & Tickets
5.4. Publisher Fees
5.5. Advertising
6. Market By Genre
6.1. Multiplayer Online Battle Arena
6.2. First-person Shooter
6.3. Battle Royale Game
6.4. Real-time Strategy
6.5. Other Genres
7. Market By Device
7.1. Console
7.2. Personal Computer
7.3. Mobile
8. Market By Gender
8.1. Male Participants
8.2. Female Participants
9. Market By Age Group
9.1. 16-24 Age Group
9.2. 25-34 Age Group
9.3. 35-44 Age Group
9.4. 44 And Above Age Group
10. Geographical Analysis
10.1. North America
10.1.1. Market Size & Estimates
10.1.2. Key Growth Enablers
10.1.3. Key Challenges
10.1.4. Key Players
10.1.5. Country Analysis
10.1.5.1. United States
10.1.5.2. Canada
10.2. Europe
10.2.1. Market Size & Estimates
10.2.2. Key Growth Enablers
10.2.3. Key Challenges
10.2.4. Key Players
10.2.5. Country Analysis
10.2.5.1. United Kingdom
10.2.5.2. Germany
10.2.5.3. France
10.2.5.4. Nordics
10.2.5.5. Italy
10.2.5.6. Russia
10.2.5.7. Spain
10.2.5.8. Poland
10.2.5.9. Rest Of Europe
10.3. Asia-pacific
10.3.1. Market Size & Estimates
10.3.2. Key Growth Enablers
10.3.3. Key Challenges
10.3.4. Key Players
10.3.5. Country Analysis
10.3.5.1. China
10.3.5.2. Japan
10.3.5.3. India
10.3.5.4. South Korea
10.3.5.5. Indonesia
10.3.5.6. Thailand
10.3.5.7. Singapore
10.3.5.8. Australia & New Zealand
10.3.5.9. Malaysia
10.3.5.10. Rest Of Asia-pacific
10.4. Rest Of World
10.4.1. Market Size & Estimates
10.4.2. Key Growth Enablers
10.4.3. Key Challenges
10.4.4. Key Players
10.4.5. Regional Analysis
10.4.5.1. Latin America
10.4.5.2. Middle East & Africa
11. Competitive Landscape
11.1. Key Strategic Developments
11.1.1. Mergers & Acquisitions
11.1.2. Product Launches & Developments
11.1.3. Partnerships & Agreements
11.1.4. Business Expansions & Divestitures
11.2. Company Profiles
11.2.1. Activision Blizzard
11.2.2. Capcom Co Ltd
11.2.3. Electronic Arts
11.2.4. Epic Games
11.2.5. Nintendo Co Ltd
11.2.6. Psyonix
11.2.7. Riot Games Inc
11.2.8. Supercell
11.2.9. Take-two Interactive
11.2.10. Valve Corporation

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