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E-Sports Global Market Report 2021: COVID-19 Growth and Change to 2030

  • ID: 5321370
  • Report
  • May 2021
  • Region: Global
  • The Business Research Company

FEATURED COMPANIES

  • 100 Thieves
  • Cloud9
  • FACEIT
  • Gen.G Esports
  • Kabam
  • Riot Games Inc.
E-Sports Global Market Report 2021: COVID-19 Growth and Change to 2030 provides the strategists, marketers and senior management with the critical information they need to assess the global esports market.

This report focuses on the esports market which is experiencing strong growth. The report gives a guide to the esports market which will be of significance over the next ten years and beyond, including the market's response to the challenge of the global pandemic.

Reasons to Purchase
  • Gain a truly global perspective with the most comprehensive report available on this market covering 12+ geographies.
  • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order.
Description:

Where is the largest and fastest growing market for the esports? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Esports market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider esports market, and compares it with other markets.
  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, the influence of the COVID-19 virus and forecasting its growth.
  • Market segmentations break down market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
  • The esports market section of the report gives context. It compares the esports market with other segments of the esports market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, esports indicators comparison.
Scope

Markets Covered: 1) By Game: Multiplayer Online Battle Arena (MOBA); Real Time Strategy; First Person Shooter; Fighting and Sports 2) By Platform: PC ; Console; Mobile; Others 3) By Revenue Source: Sponsorship; Advertising; Merchandise & Tickets; Publisher Fees; Media Rights

Companies Mentioned: Modern Times Group MTG AB; Activision Blizzard Inc.; Gfinity, PLC; Turner Broadcasting System; Valve Corporation

Countries: Brazil; China; France; Germany; India; Indonesia; Japan; South Korea; Russia; UK; USA; Australia

Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions; per capita expenditure.,

Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • 100 Thieves
  • Cloud9
  • FACEIT
  • Gen.G Esports
  • Kabam
  • Riot Games Inc.
1. Executive Summary

2. Esports Market Characteristics

3. Esports Market Trends and Strategies

4. Impact of COVID-19 on Esports

5. Esports Market Size and Growth
5.1. Global Esports Historic Market, 2015-2020, $ Billion
5.1.1. Drivers of the Market
5.1.2. Restraints on The Market
5.2. Global Esports Forecast Market, 2020-2025F, 2030F, $ Billion
5.2.1. Drivers of the Market
5.2.2. Restraints on the Market

6. Esports Market Segmentation
6.1. Global Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
  • Multiplayer Online Battle Arena (MOBA)
  • Real Time Strategy
  • First Person Shooter
  • Fighting and Sports
6.2. Global Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
  • PC
  • Console
  • Mobile
  • Others
6.3. Global Esports Market, Segmentation By Revenue Source, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Publisher Fees
  • Media Rights
7. Esports Market Regional and Country Analysis
7.1. Global Esports Market, Split By Region, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
7.2. Global Esports Market, Split By Country, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

8. Asia-Pacific Esports Market
8.1. Asia-Pacific Esports Market Overview
  • Region Information, Impact of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
8.2. Asia-Pacific Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
8.3. Asia-Pacific Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

9. China Esports Market
9.1. China Esports Market Overview
9.2. China Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F,$ Billion
9.3. China Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F,$ Billion

10. India Esports Market
10.1. India Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
10.2. India Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

11. Japan Esports Market
11.1. Japan Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
11.2. Japan Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

12. Australia Esports Market
12.1. Australia Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
12.2. Australia Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

13. Indonesia Esports Market
13.1. Indonesia Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
13.2. Indonesia Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

14. South Korea Esports Market
14.1. South Korea Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
14.2. South Korea Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

15. Western Europe Esports Market
15.1. Western Europe Esports Market Overview
15.2. Western Europe Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
15.3. Western Europe Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

16. UK Esports Market
16.1. UK Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
16.2. UK Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

17. Germany Esports Market
17.1. Germany Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
17.2. Germany Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

18. France Esports Market
18.4. France Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
18.5. France Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

19. Eastern Europe Esports Market
19.1. Eastern Europe Esports Market Overview
19.2. Eastern Europe Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
19.3. Eastern Europe Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

20. Russia Esports Market
20.1. Russia Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
20.2. Russia Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

21. North America Esports Market
21.1. North America Esports Market Overview
21.2. North America Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
21.3. North America Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

22. USA Esports Market
22.1. USA Esports Market Overview
22.2. USA Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
22.3. USA Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

23. South America Esports Market
23.1. South America Esports Market Overview
23.2. South America Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
23.3. South America Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

24. Brazil Esports Market
24.1. Brazil Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
24.2. Brazil Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

25. Middle East Esports Market
25.1. Middle East Esports Market Overview
25.2. Middle East Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
25.3. Middle East Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

26. Africa Esports Market
26.1. Africa Esports Market Overview
26.2. Africa Esports Market, Segmentation By Game, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
26.3. Africa Esports Market, Segmentation By Platform, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

27. Esports Market Competitive Landscape and Company Profiles
27.1. Esports Market Competitive Landscape
27.2. Esports Market Company Profiles
27.2.1. Modern Times Group MTG AB
27.2.1.1. Overview
27.2.1.2. Products and Services
27.2.1.3. Strategy
27.2.1.4. Financial Performance
27.2.2. Activision Blizzard Inc.
27.2.2.1. Overview
27.2.2.2. Products and Services
27.2.2.3. Strategy
27.2.2.4. Financial Performance
27.2.3. Gfinity, PLC
27.2.3.1. Overview
27.2.3.2. Products and Services
27.2.3.3. Strategy
27.2.3.4. Financial Performance
27.2.4. Turner Broadcasting System
27.2.4.1. Overview
27.2.4.2. Products and Services
27.2.4.3. Strategy
27.2.4.4. Financial Performance
27.2.5. Valve Corporation
27.2.5.1. Overview
27.2.5.2. Products and Services
27.2.5.3. Strategy
27.2.5.4. Financial Performance

28. Key Mergers and Acquisitions in the Esports Market

29. Esports Market Future Outlook and Potential Analysis

30. Appendix
30.1. Abbreviations
30.2. Currencies
30.3. Research Inquiries
30.4. About the Publisher
30.5. Copyright and Disclaimer
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • 100 Thieves
  • Cloud9
  • FACEIT
  • Gen.G Esports
  • Kabam
  • Riot Games Inc.
Major players in the esports market are Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios and Nintendo, Faceit.

The global e-sports market is expected to grow from $0.97 billion in 2020 to $1.28 billion in 2021 at a compound annual growth rate (CAGR) of 32%. The growth is mainly due to the companies resuming their operations and adapting to the new normal while recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2.89 billion in 2025 at a CAGR of 23%.

The esports market consists of sales of esports and related services. Esports or electronic sports are team-based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. Esports are played by professional gamers that are sponsored by business organizations, or from sporting organizations.

Esports companies are investing in innovative new esports platform for increasing their revenue and expanding their consumer base and also for gaining a competitive edge over their rivals. For instance, in 2019, in Africa, NickX, an esports platform, launched by Viacom provides children with a tournament platform, using Nickelodeon gaming content. Also, for instance, in 2019, IKON, a USA-based gaming platform company launched a new platform that allows players to challenge fans and friends in games, such as league of legends and PUBG. Also for instance, in 2019, Mobile Premier League (MPL), an India-based mobile esports platform company launched its mobile esports platform in Indonesia.

The rising demand for video games and increasing awareness of esports contribute to the growth of the esports market. As technology is expanding so the video content, products, virtual reality, and video game competitions are increasing. Video gaming has become a transforming pop culture and redefining the ways that young people consume entertainment. In 2019, according to PwC's latest Global Entertainment & Media Outlook, the videogames market in the United States is expected to reach $30 billion by 2023. The revenue of esports in 2018 reached $1.43 billion and is estimated to reach $1.57 billion by 2019. Therefore, the rising demand for video games and increasing awareness of esports drives the market’s growth in the forecast period.

The esports market covered in this report is segmented by game into multiplayer online battle arena (MOBA); real time strategy; first person shooter; fighting and sports. It is also segmented by platform into PC; console; mobile; others.

Match-fixing has always been a major challenge in the esports industry. Match-fixing in esports is when a player intentionally loses to win a bet. The esports market will be negatively impacted when viewers start to believe that esport is losing its integrity due to match-fixing. In 2019, in Australia, match-fixing in esports resulted in the arrest of six Australian gamers. Also, in 2018, according to the global Esports Survey 2018, a total of 78% of respondents stated match-fixing as a serious risk to the esports industry, which is expected to reach $1 billion by the end of 2018. Therefore, match-fixing limits the growth of the esports market.

In June 2019, Immortals gaming club, a USA-based company specialized in providing esports platform through the development of software such as video game software, acquired Infinite esports & entertainment for over $100 million. The acquisition is expected to help Immortals gaming club to become a part of franchised esports leagues and to become the world's largest esports organizations, boosting elite brands such as Immortals, OpTic, MIBR and LA Valiant. Infinite esports & entertainment is a USA-based esports and entertainment holdings company that specializes in electronic sports, online media and multi-gaming.
Note: Product cover images may vary from those shown

A selection of companies mentioned in this report includes:

  • Modern Times Group MTG AB
  • Activision Blizzard Inc.
  • Gfinity
  • PLC
  • Turner Broadcasting System
  • Valve Corporation
  • Tencent
  • Electronic Arts, Inc.
  • Hi-Rez Studios
  • Nintendo
  • FACEIT
  • CJ Corporation
  • Kabam
  • Wargaming Public
  • Rovio Entertainment
  • GungHo Online Entertainment
  • Riot Games Inc.
  • Epic Games
  • Alisports
  • Total Entertainment Network
  • King Digital Entertainment PLC
  • Zynga Inc.
  • Gamevil Inc.
  • Cloud9
  • Team SoloMid
  • Team Liquid
  • Echo Fox
  • Fnatic
  • Gen.G Esports
  • 100 Thieves
  • G2 Esports
  • Immortals
Note: Product cover images may vary from those shown

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