Global Electronic Sports (eSports) Market Growth (Status and Outlook) 2023-2029
eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year.
LPI (LP Information)' newest research report, the “Electronic Sports (eSports) Industry Forecast” looks at past sales and reviews total world Electronic Sports (eSports) sales in 2022, providing a comprehensive analysis by region and market sector of projected Electronic Sports (eSports) sales for 2023 through 2029. With Electronic Sports (eSports) sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Electronic Sports (eSports) industry.
This Insight Report provides a comprehensive analysis of the global Electronic Sports (eSports) landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on Electronic Sports (eSports) portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Electronic Sports (eSports) market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Electronic Sports (eSports) and breaks down the forecast by type, by application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Electronic Sports (eSports).
The global Electronic Sports (eSports) market size is projected to grow from US$ million in 2022 to US$ million in 2029; it is expected to grow at a CAGR of % from 2023 to 2029.
The market is mainly driven by the increasing popularity of video games and growing awareness about esports.
This report presents a comprehensive overview, market shares, and growth opportunities of Electronic Sports (eSports) market by product type, application, key players and key regions and countries.
Market Segmentation:
Segmentation by type
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others
Segmentation by application
Online
Offline
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Modern Times Group (Sweden)
Activision Blizzard (US)
FACEIT (UK)
Total Entertainment Network (US)
Gfinity (UK)
Turner Broadcasting System (US)
CJ Corporation (South Korea)
Valve Corporation (US)
Tencent (China)
Electronic Arts (EA) (US)
Hi-Rez Studios (US)
KaBuM (Canada)
Wargaming Public (Cyprus)
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (China)
Please note: The report will take approximately 2 business days to prepare and deliver.
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