E-Sports Global Market Report 2022 provides the strategists, marketers and senior management with the critical information they need to assess the global esports market.
This report focuses on 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.
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.
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.
This product will be delivered within 1-3 business days.
This report focuses on 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.
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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.
This product will be delivered within 1-3 business days.
Frequently Asked Questions about the Global E-Sports Market
What is the estimated value of the Global E-Sports Market?
What is the growth rate of the Global E-Sports Market?
What is the forecasted size of the Global E-Sports Market?
Who are the key companies in the Global E-Sports Market?
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | February 2022 |
Forecast Period | 2022 - 2026 |
Estimated Market Value ( USD | $ 1.41 billion |
Forecasted Market Value ( USD | $ 2.56 billion |
Compound Annual Growth Rate | 16.1% |
Regions Covered | Global |
Table of Contents
1. Executive Summary2. Esports Market Characteristics3. Esports Market Trends And Strategies4. Impact Of COVID-19 On Esports28. Key Mergers And Acquisitions In The Esports Market29. Esports Market Future Outlook and Potential Analysis
5. Esports Market Size And Growth
6. Esports Market Segmentation
7. Esports Market Regional And Country Analysis
8. Asia-Pacific Esports Market
9. China Esports Market
10. India Esports Market
11. Japan Esports Market
12. Australia Esports Market
13. Indonesia Esports Market
14. South Korea Esports Market
15. Western Europe Esports Market
16. UK Esports Market
17. Germany Esports Market
18. France Esports Market
19. Eastern Europe Esports Market
20. Russia Esports Market
21. North America Esports Market
22. USA Esports Market
23. South America Esports Market
24. Brazil Esports Market
25. Middle East Esports Market
26. Africa Esports Market
27. Esports Market Competitive Landscape And Company Profiles
30. Appendix
Executive Summary
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, 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 and Immortals.The global e-sports market is expected grow from $1.20 billion in 2021 to $1.41 billion in 2022 at a compound annual growth rate (CAGR) of 17.2%. 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 $2.56 billion in 2026 at a CAGR of 16.1%.
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.
The main types of games in esports are multiplayer online battle arena (MOBA), real time strategy, first person shooter, fighting and sports. Multiplayer online battle arena (MOBA) is a strategy video game subgenre in which two teams of players engage on a predetermined battlefield. Each player controls a single character with a set of distinct abilities that level up throughout the game and contribute to the overall strategy of the team. The various platform includes PC, console, mobile, others and the different revenue sources are sponsorship, advertising, merchandise & tickets, publisher fees and media rights.
North America was the largest region in the e-sports market in 2021. South America is expected to be the fastest-growing region in the forecast period. The regions covered in the esports market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
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 reached $1.57 billion in 2019. Therefore, the rising demand for video games and increasing awareness of esports drives the market’s growth in the forecast period.
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. The number of suspected match-fixing cases in esports has more than doubled in 2020, amid concerns that Covid-19 has contributed to an increase in misconduct in competitive video gaming. The number of suspicious betting cases discovered by the Esports Integrity Commission, the industry authority in charge of anti-corruption efforts, has increased from 46 in 2019 to 117 in the first 11 months of 2020. Therefore, match-fixing limits the growth of the esports market.
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.
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.
The countries covered in the esports market are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK and USA.
Companies Mentioned
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
Methodology
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