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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 (North America, Latin America, Western Europe, Eastern Europe)

Esports Market
FACT217MR
  • Sep-2018
  • 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.

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.

e sports market 1

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.

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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.

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.

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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.

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.

An Adaptive Approach to Modern-day Research Needs

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.

e sports market 2

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.

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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.

eSports Market Scope Of The Report

Fact.MR has published a new report titled esports Market Forecast, Trend Analysis & Competition Tracking – Global Review 2018 to 2028”.

Thorough analysis of the target market on the basis of device type, end user, age group, revenue stream, and regions delivers the most credible forecast of the esports market. Analysis on esports market is carried out for the historical data period of 2013 – 2017 and forecast period of 2018 – 2028.

With an all-inclusive market analysis as such, Fact.MR projects that the esports market is expected to witness an outstanding growth, representing a double digit CAGR between the 20 – 25% during the forecast period.

The report elaborates on key market drivers, restraints, trends and opportunities that hold significant influence in transforming the esports market landscape in the coming decade.

The report has incorporated region-specific trends of North America, Latin America, Western Europe, Eastern Europe, SEA and other APAC, China, Japan and MEA that are shaping the global business landscape of the esports market.

The report is divided into chapters as follows to provide a seamless reading experience for users –

Chapter 1 – Executive Summary

The chapter of executive summary commences with the market briefs in the form of market overview and market analysis.

Based on the Fact.MR’s proprietary wheel of fortune, recommendations in the form of relative position of market segments has been delivered in the chapter.

Chapter 2 – Market Introduction

The chapter of market introduction provides the readers with the information such as market definition. The chapter also included market taxonomy to deliver an overall idea about the esports market segmentation.

Chapter 3 – Market Background

This chapter covers macroeconomic factors influencing performance of the esports market. Relevance and impact of these factors on the esports market is elaborately discussed.

In addition, the esports market background also covers market dynamics, opportunity analysis, detailed value chain and evolving consumer trends in the esports market.

Chapter 4 – Market Forecast

In this chapter of market forecast, the report delivers future market performance in terms of market size and Y-o-Y growth.

The chapter also includes absolute dollar opportunity which can help stakeholders in esports market to identify prodigious market opportunities in the future.

Chapter 5 - Global Esports Market Analysis by Device

The chapter delivers the accurate information based on device types in the esports market.

The market evaluations are provided in terms of market size for historical, current as well as forecast period.

Other important insights in terms of market attractiveness for the device type segment is also delivered in the chapter.

Chapter 6 - Global Esports Market Analysis by End User

This chapter provides the readers with the information regarding the end user segment type of the esports market.

The market values are delivered for professional players and occasional viewers in the esports market for the historical, current and forecast period.

Chapter 7 - Global Esports Market Analysis by Age Group

By considering the popularity of esports among different age groups, the chapter elaborates on the market lucrativeness among different age groups including 0 - 15, 16 – 25, 26 – 35, and more than 35.

The esports market assessment by age group is carried out in terms of historical and current market size, market forecast and market attractive analysis.

Chapter 8 - Global Esports Market Analysis by Revenue Stream

Considering the revenue generation from multiple avenues, the market is categorized in revenue stream of esports market segments.

For different revenue streams, the market values are delivered for historical, current as well as forecast period.

Chapter 9 - Global Esports Market Analysis by Region

The chapter delivers esports market performance for different geographical regions.

The esports market performance has been discussed for a total of eight business regions including North America, Latin America, Western Europe, Eastern Europe, Middle East & Africa, SEA and other APAC, China and Japan.

Chapter 10 - North America Esports Market Analysis

The chapter includes esports market performance in the North America in which country-wise analysis for the U.S. and Canada is carried out individually.

Region-specific market trends for individual segments have been included in the assessment of market forecast in North America region.

Chapter 11 - Latin America Esports Market Analysis

In this chapter, esports market performance for the Latin America region is provided.

For the country-wise analysis, Brazil, Mexico and rest of Latin America has been considered to derive the esports market values for the Latin America region.

Chapter 12 - Western Europe Esports Market Analysis

By considering the country-wise esports market analysis in Germany, Italy, France, Spain, the UK, BENELUX and rest of Western Europe, the market values of the esports market for the Western Europe is provided in this chapter.

Chapter 13 - Eastern Europe Esports Market Analysis

The chapter delivers the esports market size in the Eastern Europe region by considering the country-wise analysis in Russia, Poland and rest of Eastern Europe.

The chapter provides the market size in terms of value (US$ Mn) during the historical, current and forecast period.

Chapter 14 - South East Asia and Others of Asia Pacific Esports Market Analysis

This chapter includes the market performance in the South East Asia and other Asia Pacific region which encompasses country-wise analysis of India, ASEAN, Australia and New Zealand and rest of SEA and others of APAC.

Market attractive analysis for individual market segments and region specific trends are also included in the chapter.

Chapter 15 - China Esports Market Analysis

The esports market performance for the country of China is elaborated in this chapter.

The esports market assessment is delivered in terms of historical market size, current market size, forecast values and market attractive analysis of the individual market segments.

Chapter 16 - Japan Esports Market Analysis

To derive the market performance in Japan, prevailing trends and opportunities in the country have been elaborated for individual market segments in the chapter.

Chapter 17 - Middle East & Africa Esports Market Analysis

The chapter delivers the esports market size in the Middle East and Africa region where country-wise analysis for Northern Africa, GCC countries, South Africa, Turkey and rest of Middle East and Africa has been carried out.

In addition, market values for the individual market segments in the Middle East and Africa region is elaborately discussed.

Chapter 18 - Market Structure Analysis

This chapter includes market analysis in terms of key players and their regional as well as product footprints in the esports market.

Chapter 19 – Competition Analysis

The chapter delivers a dashboard view of the key players in the esports market, their company profiles and relative market positions in the global space.

Notable developments including key business strategies undertaken by key players has been discussed in the chapter.

Chapter 20 – Research Methodology

A robust research methodology used to derive the market values of the esports market has been elaborately discussed in this chapter.

Sources

The aforementioned information on the esports market has been derived from the credible sources such as published financial data, quarterly financial statements, 10-K & 10-Q filings, annual reports, local newspapers, company websites, company press releases, published trade data, and other data sources.

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Is the market research conducted by Fact.MR?

Yes, the report has been compiled by expert analysts of Fact.MR, through a combination of primary and secondary research. To know more about how the research was conducted, you can speak to a research analyst.

What research methodology is followed by Fact.MR?

Fact.MR follows a methodology that encompasses the demand-side assessment of the market, and triangulates the same through a supply-side analysis. This methodology is based on the use of standard market structure, methods, and definitions.

What are the sources of secondary research?

Fact.MR conducts extensive secondary research through proprietary databases, paid databases, and information available in the public domain. We refer to industry associations, company press releases, annual reports, investor presentations, and research papers. More information about desk research is available upon request.

Who are the respondents for primary research?

Fact.MR speaks to stakeholders across the spectrum, including C-level executives, distributors, product manufacturers, and industry experts. For a full list of primary respondents, please reach out to us.

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