ICT

eSports Market Size To Cross USD 33.38 Bn By 2032

The global eSports market size accounted for US$ 4.4 Bn in 2022 and is projected to reach around USD 33.38 Bn by 2032, growing at a CAGR of 22.47% from 2023 to 2032.

eSports Market Size 2022 To 2032

Report Summary

The global eSports market report provides a Point-by-Point and In-Depth analysis of global market size, regional and country-level market size, market share, segmentation market growth, competitive landscape, sales analysis, opportunities analysis, strategic market growth analysis, the impact of domestic and global market key players, value chain optimization, trade regulations, recent developments, product launches, area marketplace expanding, and technological innovations.

The study offers a comprehensive analysis on diverse features, including production capacities, demand, product developments, revenue generation, and sales in the eSports market across the globe.

A comprehensive estimate on the eSports market has been provided through an optimistic scenario as well as a conservative scenario, taking into account the sales of eSports during the forecast period. Price point comparison by region with global average price is also considered in the study.

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eSports Market Report Scope 

Report CoverageDetails
Market Size in 2023USD 5.38 Billion
Market Size by 2032USD 33.38 Billion
Growth Rate from 2023 to 2032CAGR of 22.47%
Largest MarketNorth America
Fastest Growing MarketAsia Pacific
Base Year2022
Forecast Period2023 to 2032
Segments CoveredBy Streaming Type, By Revenue Streams, and By Gaming Genre
Regions CoveredNorth America, Europe, Asia-Pacific, Latin America and Middle East & Africa

Key Highlights:

Reports Coverage: It incorporates key market sections, key makers secured, the extent of items offered in the years considered, worldwide containerized eSports market and study goals. Moreover, it contacts the division study gave in the report based on the sort of item and applications.

Market Outline: This area stresses the key investigations, market development rate, serious scene, market drivers, patterns, and issues notwithstanding the naturally visible pointers.

Market Production by Region: The report conveys information identified with import and fare, income, creation, and key players of every single local market contemplated are canvassed right now.

Also Read: Cancer Gene Therapy Market Size To Cross USD 15.2 Bn By 2032

eSports Market Players

The report includes the profiles of key eSports market companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information, key development in past five years.

Major companies operating in this area

  • Tencent Holding Limited
  • Nintendo of America Inc.
  • Valve Corporation
  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Gameloft SE
  • Modern Times Group (MTG)
  • Gfinity plc
  • Allied Esports
  • Take-Two Interactive
  • Huya
  • Fragbite Group

Market Segmentation

By Streaming Type

  • On demand
  • Live

By Revenue Streams

  • Media Rights
  • Tickets and Merchandise
  • Sponsorship
  • Advertising
  • Publisher Fees

By Gaming Genre

  • First Person Shooter Games
  • Real-time Strategy Games
  • Fighting Games Multiplayer
  • Mass Multiplayer Online Role-playing Games
  • Online Battle Arena Games
  • Others

Regional Segmentation

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, France, U.K., Italy, Spain, Rest of Europe)
  • Asia-Pacific (China, Japan, India, Southeast Asia and Rest of APAC)
  • Latin America (Brazil and Rest of Latin America)
  • Middle East and Africa (GCC, North Africa, South Africa, Rest of MEA)

Research Methodology

Secondary Research

It involves company databases such as Hoover’s: This assists us to recognize financial information, the structure of the market participants and industry’s competitive landscape.

The secondary research sources referred in the process are as follows:

  • Governmental bodies, and organizations creating economic policies
  • National and international social welfare institutions
  • Company websites, financial reports and SEC filings, broker and investor reports
  • Related patent and regulatory databases
  • Statistical databases and market reports
  • Corporate Presentations, news, press release, and specification sheet of Manufacturers

Primary Research

Primary research includes face-to-face interviews, online surveys, and telephonic interviews.

  • Means of primary research: Email interactions, telephonic discussions and Questionnaire-based research etc.
  • In order to validate our research findings and analysis, we conduct primary interviews of key industry participants. Insights from primary respondents help in validating the secondary research findings. It also develops Research Team’s expertise and market understanding.

TABLE OF CONTENT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology (Premium Insights)

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on ESports Market 

5.1. COVID-19 Landscape: ESports Industry Impact

5.2. COVID 19 – Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

Chapter 6. Market Dynamics Analysis and Trends

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global ESports Market, By Streaming Type

8.1. ESports Market, by Streaming Type, 2023-2032

8.1.1 On demand

8.1.1.1. Market Revenue and Forecast (2020-2032)

8.1.2. Live

8.1.2.1. Market Revenue and Forecast (2020-2032)

Chapter 9. Global ESports Market, By Revenue Streams

9.1. ESports Market, by Revenue Streams, 2023-2032

9.1.1. Media Rights

9.1.1.1. Market Revenue and Forecast (2020-2032)

9.1.2. Tickets and Merchandise

9.1.2.1. Market Revenue and Forecast (2020-2032)

9.1.3. Sponsorship

9.1.3.1. Market Revenue and Forecast (2020-2032)

9.1.4. Advertising

9.1.4.1. Market Revenue and Forecast (2020-2032)

9.1.5. Publisher Fees

9.1.5.1. Market Revenue and Forecast (2020-2032)

Chapter 10. Global ESports Market, By Gaming Genre 

10.1. ESports Market, by Gaming Genre, 2023-2032

10.1.1. First Person Shooter Games

10.1.1.1. Market Revenue and Forecast (2020-2032)

10.1.2. Real-time Strategy Games

10.1.2.1. Market Revenue and Forecast (2020-2032)

10.1.3. Fighting Games Multiplayer

10.1.3.1. Market Revenue and Forecast (2020-2032)

10.1.4. Mass Multiplayer Online Role-playing Games

10.1.4.1. Market Revenue and Forecast (2020-2032)

10.1.5. Online Battle Arena Games

10.1.5.1. Market Revenue and Forecast (2020-2032)

10.1.6. Others

10.1.6.1. Market Revenue and Forecast (2020-2032)

Chapter 11. Global ESports Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.1.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.1.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.1.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.1.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.1.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.1.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.2. Europe

11.2.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.2.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.2.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.2.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.2.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.2.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.2.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.2.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.2.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.2.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.2.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.3. APAC

11.3.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.3.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.3.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.3.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.3.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.3.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.3.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.3.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.3.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.3.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.3.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.4. MEA

11.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.4.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.4.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.4.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.4.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.4.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.4.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.4.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.4.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.5.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.5.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)

11.5.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)

11.5.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)

Chapter 12. Company Profiles

12.1. Tencent Holding Limited

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Nintendo of America Inc.

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Valve Corporation

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Activision Blizzard, Inc.

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Electronic Arts Inc.

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Gameloft SE

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Modern Times Group (MTG)

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Gfinity plc

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Allied Esports

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Take-Two Interactive

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

Thanks for reading you can also get individual chapter-wise sections or region-wise report versions such as North America, Europe, or the Asia Pacific.

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