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 | ||||||||||||||||||||||||||||||||
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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 |
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Companies studied |
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Frequently Asked Questions (FAQs)
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.
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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