+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

Esports Global Market Opportunities and Strategies to 2030: COVID-19 Growth and Change

  • PDF Icon

    Report

  • 274 Pages
  • September 2021
  • Region: Global
  • The Business Research Company
  • ID: 5440739

Esports Global Market Opportunities and Strategies To 2030: COVID-19 Growth and Change provides the strategists, marketers and senior management with the critical information they need to assess the global esports market as it emerges from the COVID 19 shut down.



Reasons to Purchase


  • Gain a truly global perspective with the most comprehensive report available on this market covering 48+ 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.

Description:

Where is the largest and fastest growing market for 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 from the publisher 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 report covers the following chapters


  • Executive Summary - The executive summary section of the report gives a brief overview and summary of the report.
  • Report Structure - This section gives the structure of the report and the information covered in the various sections.
  • Introduction - The introduction section of the report gives brief introduction about segmentation by geography, segmentation by game, segmentation by revenue source, and segmentation by platform.
  • Market Characteristics - The market characteristics section of the report defines and explains the esports market. This chapter also defines and describes goods and related services covered in the report.
  • Trends and Strategies - This chapter describes the major trends shaping the global esports market. This section highlights likely future developments in the market and suggests approaches companies can take to exploit these opportunities.
  • Impact of COVID-19 - This section describes the impact of COVID-19 on the esports market.
  • Global Market Size and Growth - This section contains the global historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values, and drivers and restraints that support and control the growth of the market in the historic and forecast periods.
  • Regional Analysis - This section contains the historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values and growth and market share comparison by region.
  • Market Segmentation - This section contains the market values (2015-2030) and analysis for different segments.
  • Regional Market Size and Growth - This section contains the region’s market size (2020), historic (2015-2020) and forecast (2020-2025), and (2025-2030) market values, and growth and market share comparison of countries within the region. This report includes information on all the regions Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa and major countries within each region. The market overview sections of the report describe the current size of the market, background information, government initiatives, regulations, regulatory bodies, associations, corporate tax structure, investments, and major companies.
  • Competitive Landscape - This section covers details on the competitive landscape of the global esports market, estimated market shares and company profiles for the leading players.
  • Key Mergers and Acquisitions - This chapter gives the information on recent mergers and acquisitions in the market covered in the report. This section gives key financial details of mergers and acquisitions which have shaped the market in recent years.
  • Market Background - This section describes the sports market of which the esports market is a segment. This chapter includes the sports market 2015-25 values, and regional analyses for the sports market.
  • Market Opportunities and Strategies- This section includes market opportunities and strategies based on findings of the research. This section also gives information on growth opportunities across countries, segments and strategies to be followed in those markets. It gives an understanding of where there is significant business to be gained by competitors in the next five years.
  • Conclusions and Recommendations - This section includes conclusions and recommendations based on findings of the research. This section also gives recommendations for esports in terms of services offerings, geographic expansion, marketing strategies and target groups.
  • Appendix - This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.

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 and Tickets; Publisher Fees; Media Rights

Companies Mentioned:

Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Electronic Arts Inc.


Metrics Covered:

Number of Enterprises; Number of Employees


Countries:

China; India; Japan; Australia; Indonesia; South Korea; United States; Brazil; UK; Germany; France; Russia


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, expenditure per capita, esports indicators comparison.


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.

Table of Contents

1. Esports Executive Summary2. Table Of Contents3. List Of Figures4. List Of Tables5. Report Structure
6. Introduction
6.1. Segmentation By Geography
6.2. Segmentation By Game
6.3. Segmentation By Platform
6.4. Segmentation By Revenue Source
7. Esports Market Characteristics
7.1. Market Definition
7.2. Market Segmentation By Game
7.2.1. Multiplayer Online Battle Arena (MOBA)
7.2.2. Real Time Strategy
7.2.3. First Person Shooter
7.2.4. Fighting and Sports
7.3. Market Segmentation By Platform
7.3.1. PC
7.3.2. Console
7.3.3. Mobile
7.3.4. Others
7.4. Market Segmentation By Revenue Source
7.4.1. Sponsorship
7.4.2. Advertising
7.4.3. Merchandise & Tickets
7.4.4. Media Rights
8. Esports Market Trends and Strategies
8.1. Increasing Shift Towards Esports Due To COVID-19
8.2. Evolution of Esports With Augmented Reality (AR) and Virtual Reality (VR) Technologies
8.3. Increasing M&A Activities
8.4. Proliferation Of Investments
8.5. New Esports Platforms
9. COVID-19 Impact On The Esports Market
9.1. Effect On Customer Engagement
9.2. Effect On Investments and Revenues
9.3. Effect On Tournaments
9.4. Impact On New Launches
9.5. Future Opportunities
10. Global Esports Market Size and Growth
10.1. Market Size
10.2. Historic Market Growth, 2015 - 2020, Value ($ Million)
10.2.1. Drivers Of The Market 2015 - 2020
10.2.2. Restraints On The Market 2015 - 2020
10.3. Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
10.3.1. Drivers Of The Market 2020 - 2025
10.3.2. Restraints On The Market 2020 - 2025
11. Global Esports Market Segmentation
11.1. Global Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
11.2. Global Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
11.3. Global Esports Market, Segmentation By Revenue Source, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
12. Esports Market, Regional and Country Analysis
12.1. Global Esports Market, By Region, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
12.2. Global Esports Market, By Country, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13. Asia-Pacific Esports Market
13.1. Asia-Pacific Esports Market Overview
13.1.1. Region Information
13.1.2. COVID-19 Impact
13.1.3. Market Information
13.1.4. Background Information
13.1.5. Government Initiatives
13.1.6. Regulations
13.1.7. Regulatory Bodies
13.1.8. Major Associations
13.1.9. Taxes Levied
13.1.10. Corporate Tax Structure
13.1.11. Investments
13.1.12. Major Companies
13.2. Asia-Pacific Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
13.3. Asia-Pacific Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
13.4. Asia-Pacific Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.5. Asia-Pacific Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.6. Asia-Pacific Esports Market: Country Analysis
13.7. China Esports Market
13.8. China Esports Market Overview
13.8.1. Country Information
13.8.2. COVID-19 Impact
13.8.3. Market Information
13.8.4. Background Information
13.8.5. Government Initiatives
13.8.6. Regulations
13.8.7. Regulatory Bodies
13.8.8. Major Associations
13.8.9. Tax Levied
13.8.10. Corporate Tax Structure
13.8.11. Investments
13.8.12. Major Companies
13.9. China Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
13.10. China Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
13.11. China Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.12. China Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.13. India Esports Market
13.14. India Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
13.15. India Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
13.16. India Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.17. India Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.18. Japan Esports Market
13.19. Japan Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
13.20. Japan Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
13.21. Japan Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.22. Japan Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.23. Australia Esports Market
13.24. Australia Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
13.25. Australia Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
13.26. Australia Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.27. Australia Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.28. Indonesia Esports Market
13.29. Indonesia Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
13.30. Indonesia Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
13.31. Indonesia Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.32. Indonesia Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.33. South Korea Esports Market
13.34. South Korea Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
13.35. South Korea Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
13.36. South Korea Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
13.37. South Korea Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
14. Western Europe Esports Market
14.1. Western Europe Esports Market Overview
14.1.1. Region Information
14.1.2. COVID-19 Impact
14.1.3. Market Information
14.1.4. Background Information
14.1.5. Government Initiatives
14.1.6. Regulations
14.1.7. Regulatory Bodies
14.1.8. Associations
14.1.9. Investments
14.1.10. Taxes Levied
14.1.11. Corporate Tax Structure
14.1.12. Major Companies
14.2. Western Europe Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
14.3. Western Europe Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
14.4. Western Europe Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
14.5. Western Europe Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
14.6. Western Europe Esports Market: Country Analysis
14.7. UK Esports Market
14.8. UK Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
14.9. UK Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
14.10. UK Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
14.11. UK Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
14.12. Germany Esports Market
14.13. Germany Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
14.14. Germany Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
14.15. Germany Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
14.16. Germany Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
14.17. France Esports Market
14.18. France Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
14.19. France Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
14.20. France Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
14.21. France Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
15. Eastern Europe Esports Market
15.1. Eastern Europe Esports Market Overview
15.1.1. Region Information
15.1.2. COVID-19 Impact
15.1.3. Market Information
15.1.4. Background Information
15.1.5. Government Initiatives
15.1.6. Regulations
15.1.7. Regulatory Bodies
15.1.8. Associations
15.1.9. Investments
15.1.10. Taxes Levied
15.1.11. Corporate Tax Structure
15.1.12. Major Companies
15.2. Eastern Europe Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
15.3. Eastern Europe Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
15.4. Eastern Europe Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
15.5. Eastern Europe Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
15.6. Eastern Europe Esports Market: Country Analysis
15.7. Russia Esports Market
15.8. Russia Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
15.9. Russia Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
15.10. Russia Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
15.11. Russia Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
16. North America Esports Market
16.1. North America Esports Market Overview
16.1.1. Region Information
16.1.2. COVID-19 Impact
16.1.3. Market Information
16.1.4. Background Information
16.1.5. Government Initiatives
16.1.6. Regulations
16.1.7. Regulatory Bodies
16.1.8. Major Associations
16.1.9. Taxes Levied
16.1.10. Corporate Tax Structure
16.1.11. Investments
16.1.12. Major Companies
16.2. North America Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
16.3. North America Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
16.4. North America Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
16.5. North America Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
16.6. North America Esports Market: Country Analysis
16.7. USA Esports Market
16.8. USA Esports Market Overview
16.8.1. Country Information
16.8.2. COVID-19 Impact
16.8.3. Market Information
16.8.4. Background Information
16.8.5. Government Initiatives
16.8.6. Regulations
16.8.7. Regulatory Bodies
16.8.8. Major Associations
16.8.9. Taxes Levied
16.8.10. Corporate Tax Structure
16.8.11. Investments
16.8.12. Major Companies
16.9. USA Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
16.10. USA Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
16.11. USA Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
16.12. USA Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
17. South America Esports Market
17.1. South America Esports Market Overview
17.1.1. Region Information
17.1.2. COVID-19 Impact
17.1.3. Market Information
17.1.4. Background Information
17.1.5. Government Initiatives
17.1.6. Regulations
17.1.7. Regulatory Bodies
17.1.8. Associations
17.1.9. Taxes Levied
17.1.10. Corporate Tax Structure
17.1.11. Investments
17.1.12. Major Companies
17.2. South America Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
17.3. South America Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
17.4. South America Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
17.5. South America Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
17.6. South America Esports Market: Country Analysis
17.7. Brazil Esports Market
17.8. Brazil Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
17.9. Brazil Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
17.10. Brazil Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
17.11. Brazil Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
18. Middle East Esports Market
18.1. Middle East Esports Market Overview
18.1.1. Region Information
18.1.2. COVID-19 Impact
18.1.3. Market Information
18.1.4. Background Information
18.1.5. Government Initiatives
18.1.6. Regulations
18.1.7. Regulatory Bodies
18.1.8. Major Associations
18.1.9. Taxes Levied
18.1.10. Corporate Tax Structure
18.1.11. Investments
18.1.12. Major Companies
18.2. Middle East Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
18.3. Middle East Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
18.4. Middle East Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
18.5. Middle East Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
19. Africa Esports Market
19.1. Africa Esports Market Overview
19.1.1. Region Information
19.1.2. COVID-19 Impact
19.1.3. Market Information
19.1.4. Background Information
19.1.5. Government Initiatives
19.1.6. Regulatory Bodies
19.1.7. Major Associations
19.1.8. Investments
19.1.9. Major Companies
19.2. Africa Esports Market, Historic Market Growth, 2015 - 2020, Value ($ Million)
19.3. Africa Esports Market, Forecast Market Growth, 2020 - 2025, 2030F Value ($ Million)
19.4. Africa Esports Market, Segmentation By Game, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
19.5. Africa Esports Market, Segmentation By Platform, Historic and Forecast, 2015 - 2020, 2025F, 2030F, Value ($ Million)
20. Global Esports Market Competitive Landscape
20.1. Company Profiles
20.2. Activision Blizzard Inc.
20.2.1. Company Overview
20.2.2. Products and Services.
20.2.3. Business Strategy
20.2.4. Financial Overview
20.3. Modern Times Group MTG AB
20.3.1. Company Overview
20.3.2. Products and Services
20.3.3. Business Strategy
20.3.4. Financial Overview
20.4. Tencent
20.4.1. Company Overview
20.4.2. Products and Services
20.4.3. Business Strategy
20.4.4. Financial Overview
20.5. Valve Corporation
20.5.1. Company Overview
20.5.2. Products and Services
20.5.3. Business Strategy
20.5.4. Financial Overview
20.6. Electronic Arts Inc.
20.6.1. Company Overview
20.6.2. Products and Services
20.6.3. Business Strategy
20.6.4. Financial Performance
21. Key Mergers and Acquisitions In The Esports Market
21.1. Mobile Premier League Acquired GamingMonk
21.2. Esports Entertainment Group Acquires Helix esports and GGCircuit
21.3. TGS Esports Acquired Pepper Esports
21.4. Immortals Gaming Club Acquired Infinite
22. Esports Market Opportunities and Strategies
22.1. Global Esports Market In 2025 - Countries Offering Most New Opportunities
22.2. Global Esports Market In 2025 - Segments Offering Most New Opportunities
22.3. Global Esports Market In 2025 - Growth Strategies
22.3.1. Market Trend Based Strategies
22.3.2. Competitor Strategies
23. Esports Market, Conclusions and Recommendations
23.1. Conclusions
23.2. Recommendations
23.2.1. Product
23.2.2. Place
23.2.3. Price
23.2.4. Promotion
23.2.5. People
24. Appendix
24.1. Market Data Sources
24.2. Research Methodology
24.3. Currencies
24.4. Research Inquiries
24.5. About the Publisher
24.6. Copyright and Disclaimer

Executive Summary

This report describes and explains the esports market and covers 2015 to 2020, termed the historic period, and 2020 to 2025 termed the forecast period, along with further forecasts for the period 2025-2030. The report evaluates the market across each region and for the major economies within each region.

The esports market reached a value of nearly $1,070.5 million in 2020, having increased at a compound annual growth rate (CAGR) of 16.0% since 2015. The market is expected to grow from $1,070.5million in 2020 to $2,108.6 million in 2025 at a rate of 14.5%. The market is then expected to grow at a CAGR of 13.6% from 2025 and reach $3,993.2 million in 2030.

Growth in the historic period resulted from increased awareness about esports, increase in livestreaming of games, and increase in international prize pool for esports. The market was restrained by lack of standardization. Going forward, increased diversity of game genres, increase in viewership, emergence of esports cafes, increase in internet accessible devices, rising sponsorships, increase in mobile gaming, and increasing awareness will drive the growth. Factors that could hinder the growth of the esports market in the future include unprotected rights of esports participants and match-fixing.

The esports market is segmented by game into multiplayer online battle arena (MOBA), real time strategy, first-person shooter, and fighting and sports. The multiplayer online battle arena (MOBA) market was the largest segment of the esports market segmented by game, accounting for 40.9% of the total in 2020. Going forward, the multiplayer online battle arena (MOBA) segment is expected to remain the fastest growing segment in the esports market segmented by game, at a CAGR of 16.3% during 2020-2025.

The esports market is segmented by platform into PC, console, mobile and others. The mobile market was the largest segment of the esports market segmented by platform, accounting for 38.6% of the total in 2020. Going forward, the mobile segment is expected to remain the fastest growing segment in the esports market segmented by platform, at a CAGR of 16.0% during 2020-2025.

The esports market is segmented by revenue source into sponsorship, advertising, merchandise and tickets, publisher fees, and media rights. The sponsorship market was the largest segment of the esports market segmented by revenue source, accounting for 61.2% of the total in 2020. Going forward, the advertising segment is expected to be the fastest growing segment in the esports market segmented by platform, at a CAGR of 19.7% during 2020-2025.

North America was the largest region in the esports market, accounting for 33.1% of the total in 2020. It was followed by Asia-Pacific, Western Europe and then the other regions. Going forward, the fastest-growing regions in the esports market will be South America, and Eastern Europe where growth will be at CAGRs of 17.7% and 16.9% respectively. These will be followed by the Middle East, and Africa where the markets are expected to grow at CAGRs of 16.9% and 16.7% respectively.

The coronavirus pandemic, which began in Wuhan’s Hubei Province, China, has caused global economic slowdown and impacted various industries across the world, including the esports market. Nationwide lockdowns and restrictions on activity to contain COVID-19 are disrupting the supply chains and affecting manufacturing worldwide.

Social distancing and reduced consumer and business activities has increased the participation and engagement of people with esports. Further the cancelation and postponement of traditional sports tournaments amid the COVID-19 crisis have also acted as a catalyst and diverted people towards the esports. The prolonged shutdowns have added younger sports fanatics as new demographic of consumers for the esports industry. As reported by Verizon, in 2020, in the USA streaming demand increased by 12%, while video gaming increased by 75% during the COVID-19 lockdown period.

The esports market is highly fragmented, with large number of small players in the market. The top ten competitors in the market made up to 69.0% of the total market in 2020. This can be due to the existence of number of local players in the market serving customers in particular geographies. Activision Blizzard Inc. was the largest competitor with 21.85% of the market, followed by Modern Times Group MTG AB with 14.15%, Tencent with 11.04%, Valve Corporation with 8.03%, Electronic Arts Inc. with 3.78%, Nintendo with 2.82%, Team SoloMid (TSM) with 2.10%, Cloud9 with 1.96%, Take-Two Interactive with 1.87%, and Riot Games Inc. with 1.40%.

The top opportunities in the esports market segmented by game will arise in the multiplayer online battle arena (MOBA) segment, which will gain $493.2 million of global annual sales by 2025. The top opportunities in segment by platform will arise in the mobile segment, which will gain $455.7 million of global annual sales by 2025. The top opportunities in segment by revenue source will arise in the sponsorship segment, which will gain $587.7 million of global annual sales by 2025. The esports market size will gain the most in USA at $251.4 million.

Market-trend-based strategies for the esports market include increasing shift towards esports due to COVID-19, evolution of esports with augmented reality (AR) and virtual reality (VR) technologies, increasing M&A activities, proliferation of investments, new esports platforms.

To take advantage of these opportunities, the publisher recommends the esports companies to focus on the three strategic pillars: expanding audience reach; deepening consumer engagement; and increasing player investment, add more esports tournament to portfolio to bring upsurge in revenue, expand product portfolio and expand business worldwide, focus on strengthening product portfolio by establishing new unit for business, and focus on investing in new business strategies, technologies, distribution methods, products, and services.

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Activision Blizzard Inc.
  • Modern Times Group MTG AB
  • Tencent
  • Valve Corporation
  • Electronic Arts Inc.

Methodology

Loading
LOADING...

Table Information