Esports: Global Market Trends & Forecast

Report Code: CON007B

Publish Date: Mar 2023

Publisher: BCC Publishing

Category: Consumer

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Report Highlights

The global esports market reached $1.3 billion in 2022 and should reach $3 billion by 2027, with a compound annual growth rate (CAGR) of 17.5% during the forecast period of 2022-2027.

Report Includes

  • 61 data tables and 23 additional tables
  • An overview of global esports market
  • Analyses of global market trends, with data from 2021 and 2022, and projections of compound annual growth rates (CAGRs) through 2027
  • Highlights of the market potential for esports market based on revenue stream, streaming type, gaming genre and region
  • Analysis of the market dynamics, specifically growth drivers, restraints, and opportunities; and discussion on development of virtual sports and safety issues and frauds related to gaming transactions
  • Information on popular esports games and market analysis of target audience
  • Detailed description about revenue streams of esports market, i.e., media rights, advertising, tickets and merchandise sales, sponsorships, and publisher fees
  • Coverage of esports market landscape and involved parties
  • Company profiles of major players within the industry, including Amazon, CJ Corp., Microsoft Corp., Sony Corp. and Tencent Holdings Ltd.

Report Scope

The scope of this report is broad and covers the global markets for esports, which is organized globally to generate various types of revenue streams, ranging from media rights to sponsorships to tickets and merchandise. In this report, the esports market is segmented based on revenue streams, streaming type and region.

The report also offers insights on drivers, challenges and opportunities facing the esports market. These insights were gathered through primary and secondary research. Strategies adopted by companies in the esports market are provided so readers can analyze ongoing trends in the market. COVID-19 has had a massive impact on society since the start of 2020. This report considers the impact of COVID-19 and the economic slowdown it created. With people relying more on technology to pass the time during the period of social distance restrictions, demand for esports increased. It is expected that this demand will continue to increase in the forecast period.

The report also includes a discussion of the major players in each of the regional markets for esports. It explains the major market drivers of the global market for esports, the current trends within the industry and the regional dynamics of the esports market. The report concludes with a special focus on the vendor landscape, which includes detailed profiles of the major vendors in the esports industry globally.

Report Synopsis

Report Metrics Details
Base year considered 2021
Forecast period considered 2022-2027
Base year market size $1.1 billion
Market size forecast $3 billion
Growth rate CAGR of 17.5% for the forecast period of 2022-2027
Units considered $ Millions
Segments covered Revenue Stream, Streaming Type, Gaming Genre, Region
Regions covered North America, Europe, Asia-Pacific, Rest of the World (RoW)
Countries covered U.S., Canada, Mexico, Germany, France, U.K., Spain, Italy, Russia, Finland, Austria, Japan, China, India, South Korea, Singapore, Malaysia, Australia, South America, Middle East and Africa
Key Market Drivers
  • Rising Popularity of Video Games
  • Future of Artificial Intelligence (AI)
  • Increasing Popularity of Live Streaming
  • Increase in Demand for Mobile Gaming
  • Rising Adoption of Esports Platforms
Companies studied
AMAZON.COM INC.ALLIED ESPORTS ENTERTAINMENT
BANDAI NAMCO ENTERTAINMENTCAPCOM CO. LTD.
CJ CO. LTD.CONTAGIOUS GAMING INC.
DOUYUELECTRONIC ARTS INC.
EPIC GAMES INC.FACEIT
GFINITY PLCGUNGHO ONLINE ENTERTAINMENT INC.
HI-REZ STUDIOSKONAMI HOLDINGS CORP.
MAD CATZ GLOBAL LTD.MICROSOFT CORP.
MODERN TIMES GROUPPLUG IN DIGITAL
SEGAKUUHUBB INC.
TAKE-TWO INTERACTIVE SOFTWARE INC.ACTIVISION BLIZZARD INC.
HUYASONY CORP.
SQUARE ENIX CO. LTD.TENCENT
THE STARS GROUP INC.TURNER BROADCASTING SYSTEM
UBISOFT ENTERTAINMENT SAVALVE CORP.
VERSUS SYSTEMS INC.ZYNGA INC.
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Frequently Asked Questions (FAQs)

The Esports market is projected to grow from $ 1.1 billion in 2021 to $ 3 billion in 2027, at a compound annual growth rate (CAGR) of 17.5% during the forecast period.
The key factors driving the growth of Esports market includes Increased popularity in video games, rise in the popularity of live streaming and emerging Esports platforms.
The Esports market is segmented on the basis of revenue stream, streaming type, and region.
Sponsorships will dominate the market by the end of 2027.
North America holds the highest share in the market.
Key companies in the market includes Activision Blizzard Inc., Amazon., Allied Esports Entertainment, Gfinity PLC, Electronic Arts Inc, and others.

Analyst Credentials

BCC Research Team possesses expertise and experience in life and physical science domains. They specialize in offering valuable business insights, including industry analysis, competitor intelligence, strategic and financial analysis, and opportunity assessment. The team has in-depth knowledge of various sectors, including healthcare, biotechnology, pharmaceuticals, IT, automation, advanced materials, and energy. They are proficient in qualitative and quantitative market intelligence providing clients with actionable insights. With a vast understanding of the competitive landscape, the team can support clients in making data-driven decisions to help them achieve a competitive edge in their respective markets.

Let us assist you! Our analysts are ready to tailor this report to your specific need. Talk to Our Analyst

Table of Contents

All reports provided in PDF format. For shared licensing options (5+ Users), please call a representative at (+1) 781-489-7301 or contact us at info@bccresearch.com
Title/Chapter NamePagesMember Price
Full Report: Esports: Global Market Trends & Forecast112Free
Chapter- 1: Introduction10Free
Chapter- 2: Summary and Highlights3Free
Chapter- 3: Market Overview7Free
Chapter- 4: Market Dynamics7Free
Chapter- 5: Market Breakdown by Revenue Stream6Free
Chapter- 6: Market Breakdown by Streaming Type4Free
Chapter- 7: Market Breakdown by Gaming Genre5Free
Chapter- 8: Market Breakdown by Region19Free
Chapter- 9: Patent Analysis2Free
Chapter- 10: Competitive Landscape6Free
Chapter- 11: Company Profiles43Free
Published - May-2020| Analyst - Aneesh Kumar| Code - CON007A

Report Highlights

The global esports market should reach $5 billion by 2024 from $1.3 billion in 2019 at a compound annual growth rate (CAGR) of 31.5% for the forecast period of 2019 to 2024.

Report Includes

  • 74 tables
  • An overview of global esports market
  • Analyses of global market trends, with data from 2018 and 2019, and projections of compound annual growth rates (CAGRs) through 2024
  • An idea about popular esports games and market analysis of target audience
  • Analysis of the market's dynamics, specifically growth drivers, restraints, and opportunities
  • Coverage of esports market landscape and involved parties
  • Knowledge about revenue streams of esports market, i.e., media rights, advertising, tickets and merchandise sales, sponsorships and publisher fees
  • Comprehensive profiles of major players in the industry, including Activision Blizzard, CJ Corp., Electronic Arts, Gfinity, Modern Times Group, Take-two Interactive Software Inc., Tencent and Valve Corp.

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Esports: Global Market Trends & Forecast
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