Product Code: MRFR/ICT/9757-CR
Global E-Sports Market Research Report Information by Genres [Player Vs Player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, Fighting], by Revenue Stream (Sponsorships, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platform, Streaming), and by Region (North America, Europe, Asia-Pacific, Rest of the World) Forecast till 2032
Industry Overview
The global E-Sports market generated a valuation of USD 1,135.3 million in 2022 and is projected to achieve USD 7,191.6 million in 2032 at a CAGR of 20.9% through 2032. In online gaming competitions known as esports, or electronic sports, professional and amateur players compete individually or in teams through leagues, frequently with cash prizes up for grabs.
The global E-Sports market is growing fast, and the reason behind this is the existence of video games, which are popular on mobile phones, PCs, and consoles. Online games and streaming platforms like Twitch and YouTube make gaming more fun for the audience or gamers. Big events, famous players, and sponsors attract more fans.
The global E-Sports market brings chances for players to earn big rewards and for others to build careers in roles like coaching or content creation. But the global market faces problems like gambling risks, unfair matches, a lack of equal competition across regions, and too much dependence on sponsors. There are also some challenges while earning steady money and not enough support for different game types.
Industry Segmentations
Depending on genres, the global market is classified into player vs player, first-person shooter, sports games, real-time strategy, multiplayer online battle arena, and fighting.
The global E-Sports market is segmented based on the revenue stream, comprising sponsorships, media rights, merchandise and tickets, publisher fees, digital platforms, and streaming.
Regional Analysis
North America is a strong region for E-Sports with many games, teams, and events. Watching E-Sports tournaments online has become a favorite pastime for many, and the industry continues to grow with the launch of new games and improvements in technology.
In Europe, the rise of E-Sports is evident as more young people with internet access take an interest in competitive gaming. Major tournaments and homegrown teams from the region have gained international recognition. Investors are also putting money into this market to help it grow more.
Asia-Pacific is leading the E-Sports world, with countries like China and South Korea at the top. Gaming enjoys massive popularity in Asia, where millions actively participate as both players and viewers. The presence of major gaming companies further strengthens the region's position in the market.
The Middle East and Africa are also making their mark in E-Sports. Nations like Saudi Arabia are investing in stadiums and large-scale gaming events to establish themselves as serious players in the global E-Sports industry.
Key Players
Major players in the global E-Sports market are Gameloft, Valve Corporation, CJ Corporation, Activision Blizzard, Tencent Holdings Limited, EPIC Games, Capcom Co. Ltd, Nintendo, E Arts, Kabam, Modern Times Group, GFNITY, Take-Two Interactive, Huya, and Nazara Technologies.
TABLE OF CONTENTS
1 EXECUTIVE SUMMARY
2 MARKET INTRODUCTION
- 2.1 DEFINITION
- 2.2 SCOPE OF THE STUDY
- 2.3 RESEARCH OBJECTIVE
- 2.4 MARKET STRUCTURE
3 RESEARCH METHODOLOGY
4 MARKET DYNAMICS
- 4.1 INTRODUCTION
- 4.2 DRIVERS
- 4.2.1 INCREASING POPULARITY OF VIDEO GAMES
- 4.2.2 GROWING AWARENESS ABOUT E-SPORTS
- 4.2.3 INCREASING PENETRATION OF SMARTPHONES
- 4.3 RESTRAINTS
- 4.3.1 THREAT FROM E-SPORTS GAMBLING BETTING
- 4.3.2 LACK OF PROPER COMPETITION
- 4.3.3 ISSUE WITH RESPECT TO MONETIZATION
- 4.4 OPPORTUNITY
- 4.4.1 INCREASE NUMBER OF EVENTS WITH LARGE POOL PRIZE
- 4.4.2 MAKING E-SPORTS AS A CAREER
- 4.5 CHALLANGE
- 4.5.1 ISSUE RELATED TO HEALTH
- 4.5.2 LACK OF STANDARDIZATION
- 4.6 TRENDS
- 4.6.1 USE OF AR & VR TECHNOLOGY
- 4.6.2 APPLICATION OF BLOCKCHAIN
- 4.7 COVID 19 IMPACT ANALYSIS
- 4.7.1 IMPACT ON IT INFRSTRUCTURE
- 4.7.2 IMPACT ON GAMING INDUSTRY
- 4.7.3 IMPACT ON VIWERSHIP
5 MARKET FACTOR ANALYSIS
- 5.1 VALUE CHAIN ANALYSIS
- 5.1.1 DEVELOPERS
- 5.1.2 PLATFORM
- 5.1.3 END USER
- 5.2 PORTER'S FIVE FORCES MODEL
- 5.2.1 BARGAINING POWER OF SUPPLIERS
- 5.2.2 BARGAINING POWER OF BUYERS
- 5.2.3 THREAT OF NEW ENTRANTS
- 5.2.4 THREAT OF SUBSTITUTES
- 5.2.5 INTENSITY OF RIVALRY
- 5.3 MOST PLAYED GAMES ANALYSIS
- 5.4 PRIZE MONEY DISTRIBUTION ANALYSIS
6 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM
- 6.1 INTRODUCTION
- 6.1.1 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 6.2 SPONSORSHIP
- 6.3 MEDIA RIGHTS
- 6.4 MERCHANDISE AND TICKETS
- 6.5 PUBLISHER FEES
- 6.6 DIGITAL PLATFORMS
- 6.7 STREAMING
7 GLOBAL E-SPORTS MARKET, BY GENRES
- 7.1 INTRODUCTION
- 7.1.1 GLOBAL E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 7.2 PLAYER VS PLAYER (PVP)
- 7.3 FIRST PERSON SHOOTER
- 7.4 SPORTS GAMES
- 7.5 REAL-TIME STRATEGY
- 7.6 MULTIPLAYER ONLINE BATTLE ARENA
- 7.7 FIGHTING
8 GLOBAL E-SPORTS MARKET, BY REGION
- 8.1 OVERVIEW
- 8.1.1 GLOBAL E-SPORTS MARKET, BY REGION, 2022 VS 2032 (USD MILLION)
- 8.1.2 GLOBAL E-SPORTS MARKET, BY REGION, 2019-2032 (USD MILLION)
9 NORTH AMERICA E-SPORTS MARKET
- 9.1 NORTH AMERICA
- 9.1.1 NORTH AMERICA: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
- 9.1.2 NORTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 9.1.3 NORTH AMERICA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 9.1.4 US
- 9.1.5 US E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 9.1.6 US E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 9.1.7 CANADA
- 9.1.8 CANADA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 9.1.9 CANADA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 9.1.10 MEXICO
- 9.1.11 MEXICO E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 9.1.12 MEXICO E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
10 EUROPE E-SPORTS MARKET
- 10.1 EUROPE
- 10.1.1 EUROPE: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
- 10.1.2 EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 10.1.3 EUROPE E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 10.1.4 UK
- 10.1.5 UK E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 10.1.6 UK E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 10.1.7 GERMANY
- 10.1.8 GERMANY E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 10.1.9 GERMANY E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 10.1.10 FRANCE
- 10.1.11 FRANCE E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 10.1.12 FRANCE E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 10.1.13 ITALY
- 10.1.14 ITALY E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 10.1.15 ITALY E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 10.1.16 REST OF EUROPE
- 10.1.17 REST OF EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 10.1.18 REST OF EUROPE E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
11 ASIA PACIFIC E-SPORTS MARKET
- 11.1 ASIA-PACIFIC
- 11.1.1 ASIA-PACIFIC: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
- 11.1.2 ASIA-PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 11.1.3 ASIA-PACIFIC E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 11.1.4 CHINA
- 11.1.5 CHINA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 11.1.6 CHINA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 11.1.7 JAPAN
- 11.1.8 JAPAN E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 11.1.9 JAPAN E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 11.1.10 INDIA
- 11.1.11 INDIA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 11.1.12 INDIA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 11.1.13 REST OF ASIA PACIFIC
- 11.1.14 REST OF ASIA PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 11.1.15 REST OF ASIA PACIFIC E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
12 REST OF THE WORLD E-SPORTS MARKET
- 12.1 REST OF THE WORLD
- 12.1.1 REST OF THE WORLD: E-SPORTS MARKET, BY COUNTRY, 2019-2032 (USD MILLION)
- 12.1.2 REST OF THE WORLD E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 12.1.3 REST OF THE WORLD E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 12.1.4 MIDDLE EAST & AFRICA
- 12.1.5 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 12.1.6 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION)
- 12.1.7 CENTRAL & SOUTH AMERICA
- 12.1.8 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2018-2032 (USD MILLION)
- 12.1.9 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY GENRES, 2018-2032 (USD MILLION) . 75
13 COMPETITIVE LANDSCAPE
- 13.1 OVERVIEW
- 13.2 COMPETITIVE BENCHMARKING
- 13.3 VENDOR SHARE ANALYSIS
- 13.4 RECENT DEVELOPMENTS
- 1.1.1 PRODUCT DEVELOPMENT
14 COMPANY PROFILE
- 14.1 GAMELOFT
- 14.1.1 COMPANY OVERVIEW
- 14.1.2 FINANCIAL OVERVIEW
- 14.1.3 PRODUCTS OFFERED
- 14.1.4 KEY DEVELOPMENTS
- 14.1.5 SWOT ANALYSIS
- 14.1.6 KEY STRATEGIES
- 14.2 ACTIVISION BLIZZARD, INC.
- 14.2.1 COMPANY OVERVIEW
- 14.2.2 FINANCIAL OVERVIEW
- 14.2.3 PRODUCTS OFFERED
- 14.2.4 KEY DEVELOPMENTS
- 14.2.5 SWOT ANALYSIS
- 14.2.6 KEY STRATEGIES
- 14.3 NINTENDO
- 14.3.1 COMPANY OVERVIEW
- 14.3.2 FINANCIAL OVERVIEW
- 14.3.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
- 14.3.4 KEY DEVELOPMENTS
- 14.3.5 SWOT ANALYSIS
- 14.3.6 KEY STRATEGIES
- 14.4 ELECTRONIC ARTS INC.
- 14.4.1 COMPANY OVERVIEW
- 14.4.2 FINANCIAL OVERVIEW
- 14.4.3 PRODUCTS OFFERED
- 14.4.4 KEY DEVELOPMENTS
- 14.4.5 SWOT ANALYSIS
- 14.4.6 KEY STRATEGIES
- 14.5 TENCENT HOLDINGS LTD
- 14.5.1 COMPANY OVERVIEW
- 14.5.2 FINANCIAL OVERVIEW
- 14.5.3 PRODUCTS OFFERED
- 14.5.4 KEY DEVELOPMENTS
- 14.5.5 SWOT ANALYSIS
- 14.5.6 KEY STRATEGIES
- 14.6 EPIC GAMES
- 14.6.1 COMPANY OVERVIEW
- 14.6.2 FINANCIAL OVERVIEW
- 14.6.3 PRODUCTS OFFERED
- 14.6.4 KEY DEVELOPMENTS
- 14.6.5 SWOT ANALYSIS
- 14.6.6 KEY STRATEGIES
- 14.7 CAPCOM CO. LTD
- 14.7.1 COMPANY OVERVIEW
- 14.7.2 FINANCIAL OVERVIEW
- 14.7.3 PRODUCTS OFFERED
- 14.7.4 KEY DEVELOPMENTS
- 14.7.5 SWOT ANALYSIS
- 14.7.6 KEY STRATEGIES
- 14.8 KABAM
- 14.8.1 COMPANY OVERVIEW
- 14.8.2 FINANCIAL OVERVIEW
- 14.8.3 PRODUCTS OFFERED
- 14.8.4 KEY DEVELOPMENTS
- 14.8.5 SWOT ANALYSIS
- 14.8.6 KEY STRATEGIES
- 14.9 MODERN TIMES GROUP
- 14.9.1 COMPANY OVERVIEW
- 14.9.2 FINANCIAL OVERVIEW
- 14.9.3 PRODUCTS OFFERED
- 14.9.4 KEY DEVELOPMENTS
- 14.9.5 SWOT ANALYSIS
- 14.9.6 KEY STRATEGIES
- 14.10 VALVE CORPORATION
- 14.10.1 COMPANY OVERVIEW
- 14.10.2 FINANCIAL OVERVIEW
- 14.10.3 PRODUCTS OFFERED
- 14.10.4 KEY DEVELOPMENTS
- 14.10.5 SWOT ANALYSIS
- 14.10.6 KEY STRATEGIES
- 14.11 CJ CORPORATION
- 14.11.1 COMPANY OVERVIEW
- 14.11.2 FINANCIAL OVERVIEW
- 14.11.3 PRODUCTS OFFERED
- 14.11.4 KEY DEVELOPMENTS
- 14.11.5 SWOT ANALYSIS
- 14.11.6 KEY STRATEGIES
- 14.12 GFNITY
- 14.12.1 COMPANY OVERVIEW
- 14.12.2 FINANCIAL OVERVIEW
- 14.12.3 PRODUCTS OFFERED
- 14.12.4 KEY DEVELOPMENTS
- 14.12.5 SWOT ANALYSIS
- 14.12.6 KEY STRATEGIES
- 14.13 TAKE-TWO INTERACTIVE
- 14.13.1 COMPANY OVERVIEW
- 14.13.2 FINANCIAL OVERVIEW
- 14.13.3 PRODUCTS OFFERED
- 14.13.4 KEY DEVELOPMENTS
- 14.13.5 SWOT ANALYSIS
- 14.13.6 KEY STRATEGIES
- 14.14 HUYA INC.
- 14.14.1 COMPANY OVERVIEW
- 14.14.2 FINANCIAL OVERVIEW
- 14.14.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED
- 14.14.4 KEY DEVELOPMENTS
- 14.14.5 SWOT ANALYSIS
- 14.14.6 KEY STRATEGIES
- 14.15 NAZARA TECHNOLOGIES
- 14.15.1 COMPANY OVERVIEW
- 14.15.2 FINANCIAL OVERVIEW
- 14.15.3 PRODUCTS OFFERED
- 14.15.4 KEY DEVELOPMENTS
- 14.15.5 SWOT ANALYSIS
- 14.15.6 KEY STRATEGIES