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Esports Market

Esports Market

Esports Market Report By Device (PCs, Laptops, Smartphones, Tablets, Gaming Headsets), By End User (Professional Players, Occasional Viewers), By Age Group (0-15, 16-25, 26-35, More than 35), By Revenue Stream (Sponsorships, Advertising, Media Rights, Game Publisher Fees, Merchandise & Tickets) and By Region

Esports Market
FACT217MR
  • Feb-2022
  • List of Tables : 45
  • List of Figures : 170
  • 170 Pages
  • Sports

Key Market Stats & Growth Trends: Esports Market

The eSports market size is set to surpass US$ 6,000 million by 2028-end on account of sizeable sponsorships, growing smartphone uses, introduction of virtual reality and ameliorating eSports infrastructure.

A latest study on the global eSports market by Fact.MR estimates global revenues to grow by 7x through 2028.

Growth will be accelerated by growing viewership, as well as the reduction in outdoor sporting activity due to the COVID-19 pandemic.

e sports market 0

The key eSports market trends include growing penetration among young gamers, as well as influencer-driven marketing.

e sports market 1

The inclination of young people towards social media and live video streaming has stimulated the demand for eSports Market. Many eSports companies are getting sportspersons and athletes on board for their promotional activities.

According to Fact.MR’s eSports market research, global eSports market size is set to surpass US$ 6 billion by 2028.

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Substantial Investments in Sponsorships Creating Growth Opportunities

As eSports continues to gain popularity and attract increasing viewership, leading industry titans are sponsoring the tournaments and teams of the eSports.

Revenue from eSports sponsorship remains a key profit-generating model for game developers as well as franchises.

Brands such as Coca-Cola, McDonald’s, BMW, Adidas, and Intel among others, and gaming hardware companies such as SteelSeries are sponsoring the eSports tournaments with huge investments to leverage the exposure of a huge audience base.

In addition, the eSports market is witnessing a considerable number of partnerships among technology providers and investors.

For instance, the British Esports Association has commenced a partnership with the epic. LAN, one of the leading LAN gaming events in the UK.

Similarly, Paris Saint-Germain (PSG) has entered into a partnership with Douyu TV, a Chinese eSports streaming platform as a new partner of PSG’s eSports team PSG.LGD on Dota2.

Substantial investments in eSports sponsorships are likely to augur well for the future growth of the eSports market.

In addition to these sales channels, sales of eSports merchandise are also a lucrative channel. In recent years, eSports merchandise has caught the attention of the retail industry, and more prominent names are likely to come on board.

Broadcast Advertising Remains Key to eSports Landscape

Broadcast advertising plays a crucial role in the eSports landscape, however, the industry has witnessed the challenges of broadcasting on traditional media.

Being an all-digital sport, a growing number of media companies have recognized the potential of eSports and increased the coverage of eSports events.

For instance, Turner Broadcasting System, WME/IMG, and ESPN have initiated eSports broadcast and are covering more eSports events.

Growing coverage of eSports events on broadcast media is expected to enhance the viewership and, in turn, propel the eSports market in the coming years.

An Adaptive Approach to Modern-day Research Needs

Adoption of eSports in Educational Organizations Presents a New Opportunity

Along with the introduction of eSports in the 2018 Asian Games, the benefits of eSports are being noticed by educational organizations including schools, colleges, and universities.

eSports is being recognized as a credible activity that assists in enhancing cognitive abilities and delivers other benefits when done in moderation.

eSports modules are being introduced in the courses of several educational organizations in Canada, the U.S., Sweden, and others.

For example, Staffordshire University has introduced a full-time BA (Hons) degree program of eSports in the UK.

Further, as the eSports industry creates employment opportunities demanding people with specific skills, the introduction of eSports in the educational domain can help students to explore career possibilities in the industry.

The introduction of eSports in the educational platform is likely to present new growth avenues for the eSports market in the coming decade.

Growing Popularity of eSports across US, Europe, and Asia

Increasing media exposure is the prime fillip responsible for spreading the awareness of eSports across world regions. US eSports market continues to be one of the most lucrative, closely followed by the European eSports market.

In addition, with the increasing rates of smartphone subscriptions, a broader consumer base is exposed to the world of competitive gaming.

eSports enthusiasts in Eastern European countries and Scandinavians have reported the most popular YouTube genre in eSports.

Sensing the growing opportunities in the eSports market, top eSports companies are focusing on launching innovative video games, rope in influencers, and increase their spending on digital marketing channels.

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Market Definition

eSports or electronic sport is competitive gaming facilitated by electronic systems. Initially enjoyed as fun in modern times, competitive gaming has been commercialized significantly with increasing popularity.

On account of which eSports industry has taken the form of organized teams that compete against each other in gaming tournaments.

The all-digital and online eSports market proliferates against the backdrop of technological advancements, developing eSports infrastructure, and evolving behaviors of eSports enthusiasts.

Additional Questions Answered

Along with the aforementioned insights about the eSports market, the report also elaborates on other important market avenues influencing the growth trajectory of the market during the forecast period.

Following are a few of such questions that can provide a better picture of the assessed market growth.

  • What is the impact of the fragmented popularity of eSports on the overall performance of the eSports market?
  • How are eSports operators aligning their business strategies to match the rapid expansion of the industry?
  • Which are the important regional trends impacting the growth of the eSports market?
  • How will new entrants influence the eSports market performance during the forecast period?

The report extensively elaborates individual segments and sub-segments of the eSports market mentioned in the market taxonomy.

The eSports market is divided into segments based on device type, end-user, age group, revenue stream, and region.

Based on the device type the report delivers accurate market values for PCs, tablets & laptops, smartphones, gaming headsets, gaming consoles & gaming controllers, and others.

Based on the end-user type, the report delivers market analysis and market values for professional players and occasional users of the eSports market.

Further, based on age group, the eSports market is categorized into 0 – 15, 16 – 25, 26 – 35, and more than 35.

While considering the revenue stream, the market includes analysis of categories such as sponsorships, advertising, media rights, game publisher fees, and merchandise & tickets.

From the geographical point of view, the eSports market is studied for the following regions

  • North America
  • Latin America
  • Western Europe
  • Eastern Europe
  • SEA and other APAC
  • China
  • Japan
  • MEA

The segmentation also discusses historical, current, and future trends of the eSports market in the aforementioned regions.

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Competition Landscape

The competition landscape segment provides the dashboard view of the key vendors operating in the eSports market.

Few of the prominent vendors of the eSports market include North

  • FACEIT
  • Immortals
  • Millennial Esports Corporation
  • Refresh Entertainment
  • Riot Games, Inc.
  • ESL
  • VY Esports
  • Znipe Esports
  • Coke Esports among others.

Other market players that have a stronghold in the global space of the eSports market are covered in the eSports market report.

Research Methodology

A robust research methodology has been followed during the course of the study on the eSports market. Various primary and secondary resources considered in the study forms the basis of the market research analysis.

The comprehensive interviews with the key stakeholders and industry experts carried out by domain-specific analysts comprised the primary research sources.

The secondary research sources included annual reports of the company, credible publications, and website content.

The research methodology also included exhaustive cross-validations of the actionable insights included in the eSports market report.

The unbiased market evaluations included in the report provide the users with the most credible and go-to forecast of the eSports market.

- FAQs -

The eSports market is likely to surpass US$ 6,000 million by 2028-end on account of sizeable sponsorships, growing smartphone adoption. Fact.MR estimates global revenues to grow by 7x through 2028.
Few of the prominent vendors of the eSports market include FACEIT, Immortals, Millennial Esports Corporation, Refresh Entertainment, Riot Games, Inc., ESL, VY Esports, Znipe Esports, Coke Esports among others.

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