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The Esports market is forecasted to grow by USD 4.33 billion during 2024-2029, accelerating at a CAGR of 21.2% during the forecast period. The report on the esports market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.Speak directly to the analyst to clarify any post sales queries you may have.
The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increasing branding through esports, rising number of esports events, and new platform launches for esports.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.
The esports market is segmented as below:
By Revenue Stream
- Sponsorships
- Media rights
- Publisher fees
- Advertising
- Merchandise and ticket sales
By Genre
- MOBA
- FPS
- RTS
- Others
By Device
- Smart phone and smart TV
- Gaming console
- Desktop / laptop / tablets
By Geographical Landscape
- APAC
- Europe
- North America
- South America
- Middle East and Africa
The report on the esports market covers the following areas:
- Esports Market sizing
- Esports Market forecast
- Esports Market industry analysis
The report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.
Table of Contents
1 Executive Summary
2 Market Analysis
3 Market Landscape
4 Market Sizing
5 Historic Market Size
6 Qualitative Analysis
7 Five Forces Analysis
8 Market Segmentation by Revenue Stream
9 Market Segmentation by Genre
10 Market Segmentation by Device
11 Customer Landscape
12 Geographic Landscape
13 Drivers, Challenges, and Opportunity/Restraints
14 Competitive Landscape
15 Competitive Analysis
16 Appendix
List of Exhibits
Executive Summary
The following companies are recognized as the key players in the global esports market: Activision Blizzard Inc., Amazon.com Inc., ANT Esports, Electronic Arts Inc., Gfinity Plc, Hi Rez Studios Inc., Kabam Games Inc., Modern Times Group MTG AB, Nintendo Co. Ltd., Riot Games Inc., Rovio Entertainment Corp., Starladder Ltd., Take Two Interactive Software Inc., TaKeTV GmbH, Tencent Holdings Ltd., Valve Corp., and Wargaming Group Ltd..Commenting on the report, an analyst from the research team said: "The latest trend gaining momentum in the market is increase in esports betting."
According to the report, one of the major drivers for this market is the increasing branding through esports.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- Activision Blizzard Inc.
- Amazon.com Inc.
- ANT Esports
- Electronic Arts Inc.
- Gfinity Plc
- Hi Rez Studios Inc.
- Kabam Games Inc.
- Modern Times Group MTG AB
- Nintendo Co. Ltd.
- Riot Games Inc.
- Rovio Entertainment Corp.
- Starladder Ltd.
- Take Two Interactive Software Inc.
- TaKeTV GmbH
- Tencent Holdings Ltd.
- Valve Corp.
- Wargaming Group Ltd.