Market Study Report adds new research on Esports market, which is a detailed analysis of this business space inclusive of the trends, competitive landscape, and the market size. Encompassing one or more parameters among product analysis, application potential, and the regional growth landscape, Esports market also includes an in-depth study of the industry’s competitive scenario.

Global Esports Market size to reach USD 6.31 billion by 2027 and is valued approximately at USD 1.1 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 24.4% over the forecast period 2020-2027.

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Esports refers to organized video gaming in which professionals from across the world participates (it can be from their homes or at any particular physical platform) to compete in gaming leagues, which is followed and watched by millions of spectators in live events or on television or internet. Increasing investment from international brands in esport tournamentsn past couple of years, increasing audience reach, consideration of esports by millennials as a professional career, increasing live streaming of games and opportunities created for game developers, event organizers, gamers and influencers has driven the market growth.

Major Esports Market player included in this report are:

  • Activision Blizzard, Inc.
  • Valve Corporation
  • Tencent Holding Limited
  • Electronic Arts Inc.
  • Gameloft SE
  • Nintendo of America Inc.
  • NVIDIA Corporation
  • Modern Times Group (MTG)
  • Intel Corporation
  • HTC Corporation

For instance, in 2018, Twitch signed a USD 90 million deal with the Overwatch League for two years, for the exclusive digital broadcasting rights in French, Korean and English.  However, less number of organizations and limited infrastructure for esports tournament impedes the growth of the market over the forecast period of 2020-2027. Also, to develop skilled professionals, schools, colleges and universities are introducing dedicated curriculum for esports, which is likely to increase the market growth during the forecast period.

The regional analysis of global esports market size is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to involvement of TV networks, franchises, players, developers and streaming platforms mainly in  in the United States. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027. Factors such as growing penetration of mobile gaming and frequently growing internet usagewould create lucrative growth prospects for the Esports market across Asia-Pacific region.

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players.

The detailed segments and sub-segment of the market are explained below:

By Revenue Source:

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

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • Asia Pacific
  • China
  • India
  • Japan
  • Latin America
  • Brazil
  • Mexico
  • Rest of the World

Table of Contents:

Chapter 1.           Executive Summary

1.1.        Market Snapshot

1.2.        Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)

1.2.1.     Esports Market, by Region, 2018-2027 (USD Billion)

1.2.2.     Esports Market, by Revenue Source, 2018-2027 (USD Billion)

1.3.        Key Trends

1.4.        Estimation Methodology

1.5.        Research Assumption

Chapter 2.           Global Esports Market Definition and Scope

2.1.        Objective of the Study

2.2.        Market Definition & Scope

2.2.1.     Scope of the Study

2.2.2.     Industry Evolution

2.3.        Years Considered for the Study

2.4.        Currency Conversion Rates

Chapter 3.           Global Esports Market Dynamics

3.1.        Esports Market Impact Analysis (2018-2027)

3.1.1.     Market Drivers

3.1.2.     Market Challenges

3.1.3.     Market Opportunities

Chapter 4.           Global Esports Market: Industry Analysis

4.1.        Porter’s 5 Force Model

4.1.1.     Bargaining Power of Suppliers

4.1.2.     Bargaining Power of Buyers

4.1.3.     Threat of New Entrants

4.1.4.     Threat of Substitutes

4.1.5.     Competitive Rivalry

4.1.6.     Futuristic Approach to Porter’s 5 Force Model (2017-2027)

4.2.        PEST Analysis

4.2.1.     Political

4.2.2.     Economic

4.2.3.     Social

4.2.4.     Technological

4.3.        Investment Adoption Model

4.4.        Analyst Recommendation & Conclusion

Chapter 5.           Global Esports Market, by Revenue Source

5.1.        Market Snapshot

5.2.        Global Esports Market by Revenue Source, Performance – Potential Analysis

5.3.        Global Esports Market Estimates & Forecasts by Revenue Source 2017-2027 (USD Billion)

5.4.        Esports Market, Sub Segment Analysis

5.4.1.     Sponsorship

5.4.2.     Advertising

5.4.3.     Merchandise & Tickets

5.4.4.     Publisher Fees

5.4.5.     Media Rights

Chapter 6.           Global Esports Market, Regional Analysis

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