Esports Market Global Industry Scenario, Size, Share, Trends, Analysis and Forecast, 2019 - 2028

The Esports market holds a huge opportunity for online game manufacturers during the forecast period. Esports or electronic sports word itself is an emerging trend in the market. The electronic sports market has been propelled with the latest emerging trends globally which include majorly various video games. With the digitization across the globe, esports is now being considered as a career that can be perused in return generating revenue by promoting various gaming tournaments, advertisements, and sponsorships. The trend of adopting esports globally is observed mostly in men as compared to women. Various universities, schools, and colleges have started esports campaigns. Some of the video games which have become pillars of the gaming industry are Dota2, Call of Duty, PUBG, Battlegrounds India, Counterstrike: Global Offensive and Overwatch, Fortnite, and League of Legends among others.

Market Dynamics

Various engrossing games such as cricket, FIFA, table tennis, bike, and car racing, and other tournaments are gaining popularity especially among the youth which in turn is driving the esports market growth globally. The inclination of youngsters more towards indoor games rather than outdoor games is also a major factor driving the market. The global esports market has provided opportunities to various YouTubers, Bloggers, gamers, and event organizers. However, there are limited organizations that are encouraging video games, along with this limited tournament frameworks are also few restraints of the esports market. Also, video gaming is restricted to a specific age group which is again a huge limitation.  

Scope of the Market

The report is extensive research on the global esports market with a robust representation of facts and data. The market is segmented on basis of by audience, by revenue medium, by age group, and by region. By audience, the global Esports market is further divided into Sponsors, Media analysts, Research Organizations, Game Publishers, and Spectators or fans. By revenue medium, the market can be further bifurcated into Tickets & Merchandise, Online Advertisements, Subscriptions, Direct Advertisements, and Sponsorships. By age group market can be further classified into 14-28 years, 29-40 years, 41-55 years, and 55-70 years. By region, the market can be further categorized into parts of North America, Europe, Asia Pacific, and the Rest of the World (RoW).

Key Players of Global Esports Market

The key players of global esports market are Activision Blizzard (US), CJ Corporation (South Korea), FACEIT (UK), Nintendo (Japan), Gfinity (UK), Turner Broadcasting System (US), Tencent (China), Modern Times Group (Sweden),  Riot Games, SAP, SK Telecom, Steam, StreamElements, Sunshine Soldiers, Valve Corporation (US), Alienware, Amazon, Deloitte, Disney,  Electronic Arts (EA) (US), pple, AT&T, BAMTech, BMW USA, Bud Light, Caffeine, Champion, Chinese Mobile, Cloud9, Coca-Cola,  Monster Energy, NBA, NEA, NetEase, Newzoo, NFL, NHL, Nielsen, Nissan, NZXT, Old Spice, OnePlus, PandaTV, TDK, Team Liquid, TJ Sports, Treyarch, Pizza Hut, PlayVS, Postmates, Puma, PwC, Red Bull, Renegades, Twitch, Twitter, Uber Eats, Ubisoft, Valve, Vivendi Games, YouTube, 1 UP Studios, Comcast, Douyu, DreamHack, Electronic Arts, Epic Games, ESL, ESPN, Facebook, HBO, Honda, Huya, HyperX, Instagram, J!nx, KeSPA, Liquipedia, Madrinas Coffee, Manchester City, Marvel, FaZe Clan, FIFA, G-Fuel, GamesBeat, Gen.G, Google, Microsoft, Mixer, MLB, MLG, Volkswagen Group, Daimler AG (Mercedes Benz), McDonald's Corporation, Tinder, and Vivo Communication Technology Co. Ltd. Tech giant Google LLC signed a partnership with Activision Blizzard, Inc. and entered the world of esports business. 

Key Benefits of the Report

  1. The report is extensive research on the latest trends of the esports market and future estimations of market growth rate.
  2. The research covers detailed descriptions of market drivers, challenges, key players, and opportunities.
  3. The study on market is presented using Porter’s five forces analysis, SWOT analysis, and PEST analysis.
  4. The report also covers the entire market segmentation and its sub-segments and also, major acquisitions, mergers, and other developments.

Market Segmentation of Global Esports Market

By Audience

  • Sponsors
  • Media analysts
  • Research Organizations
  • Game Publishers
  • Spectators or fans

By Revenue Medium

  • Tickets & Merchandise
  • Online Advertisements
  • Subscriptions
  • Direct Advertisements
  • Sponsorships

By Age Group

  • 14-28 years
  • 29-40 years
  • 41-55 years

By Region:

  • North America
    • o    The U.S.
    • o    Mexico
    • o    Canada
  • Europe
    • o    The U.K.
    • o    Germany
    • o    France
    • o    Italy
    • o    Spain
    • o    Belgium
    • o    Switzerland
    • o    Netherlands
    • o    Rest of Europe
  • Asia Pacific
    • o    China
    • o    Japan
    • o    India
    • o    South Korea
    • o    Taiwan
    • o    Singapore
    • o    Australia
    • o    Rest of APAC
  • Rest of the World (RoW)
    • o    Central & South America
    • o    Middle East
    • o    Africa




FAQ (Frequently Asked Questions):

  1. At what rate is the global esports market is expected to grow?
  2. Who are the key players of the market?
  3. Who are the major audiences of esports?
  4. What are the major drivers of the market?
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