Report Scope & Overview:
The eSports Market size was valued at USD 2490.3 million in 2022 and is expected to grow to USD 11983.3 million by 2030 and grow at a CAGR of 21.7% over the forecast period of 2023-2030.
The eSports Market is a unique form of online sport where two or more competitors engage in multiplayer video games. It functions similarly to traditional sports, with a focus on competition and skill. Professionalism is key in the eSports Market, as players at this level possess a deep understanding of the games they play, much like professional athletes in their respective fields. eSports Market players can compete one-on-one or as part of a team. The eSports Market has rapidly gained popularity in recent years, with millions of fans tuning in to watch tournaments and matches. The level of skill and strategy required to succeed in the eSports Market is on par with traditional sports, and the dedication and training required to become a professional eSports Market player are no less rigorous. The eSports Market offers a unique opportunity for players to showcase their talents and compete on a global stage. With the rise of online gaming and the increasing accessibility of the eSports Market, it is no surprise that this form of competition has become a major player in the world of sports. Whether you are a fan or a player, the eSports Market is a thrilling and exciting world that is sure to captivate and inspire.
To get more information on eSports Market - Request Sample Report
Rising Video Game Popularity to Fuel Market Growth
Continuous increasing people’s preference towards technology-friendly games.
People are now obliged to rely on cell phones, other high-tech devices, and the internet due to the constant advancements in technology around the world. Due to the widespread popularity of video games, providers recently shifted to a recurring income model. Due to ongoing technological advancements, video game tournaments, virtual reality goods, and consumer spending on video content are all growing rapidly across the globe. The market for online gaming is expanding as a result of things including rising acceptance of cutting-edge gaming technologies, diverse consumer entertainment choices, and rising interest in mobile gaming. The quantity of players has rapidly increased as a result of the widespread use of smartphones and improved internet connectivity.
One of the key factors driving the market's growth is the rising global popularity of online video games. The market is expanding faster due to the emergence of electronic sports as a professional career because of the lucrative international prize pools, streaming revenue, and individual sponsorships.
Health and addiction issues in the eSports Market could limit market expansion
Gamers may suffer from psychological issues related to gambling addiction and social behavior disorders, as well as metabolic ailments brought on by light-emitting diode computer monitors. Injuries to the back, neck, and upper extremities are more likely to occur in electronic sports players, according to a recent study by Zwiebel et al. on the health impacts of these athletes. In addition, metabolic issues might result from spending too much time in front of a computer screen. The majority of these problems are brought on by these players' typical sedentary lifestyles and bad posture.
Another issue is the emergence of college scholarships for electronic sports, which allows kids to rationalize their excessive game playing even though their chances of becoming the next big thing in the field are slim.
Therefore, it is anticipated that the aforementioned issues will restrain market expansion.
A growing number of competitions with big prize pools
Investment opportunity over the long term
One of the major challenges in cybersecurity risks in eSports Market environments is phishing.
Impact Of covid-19:
Despite the coronavirus-related worldwide economic slump, the eSports Market is booming. Gaming offers a fun diversion for those looking for social engagement at home while the practice of social distancing drastically reduces consumer and company activity. A global lockdown brought on by a surge of COVID-19-positive cases compelled people to stay indoors for an extended period, which promoted internet gaming as a form of entertainment. E-sports solution adoption has expanded dramatically as a result of this. resulting in increased end-user demand for these solutions. However, the COVID-19 pandemic has prompted a rise in the use of cloud technology, which will aid consumers in every sector in their fight against the pandemic. In addition, many nations are offering free and open-source E-sports platforms for a limited time to aid the public in resolving the COVID-19 dilemma.
Impact of Russia Ukraine War:
However, the Russia-Ukraine war has disrupted the e-sports market. One of the main impacts of the war on the e-sports market is the disruption of international tournaments and events. Many e-sports events are held in different countries, and the conflict has made it difficult for players and teams to travel to certain regions. This has resulted in the cancellation or postponement of several major e-sports events, which has had a significant impact on the industry. Additionally, the economic sanctions imposed on Russia have affected the e-sports market. Russia is a significant player in the e-sports industry, with many talented players and teams. However, the sanctions have made it difficult for Russian players and teams to participate in international events and access the latest gaming technology. This has resulted in a decline in the performance of Russian e-sports teams and a decrease in their overall competitiveness. Furthermore, the political tensions between Russia and Ukraine have also affected the e-sports market. Many e-sports fans and players have taken sides in the conflict, which has led to a divide in the community. This has resulted in a decrease in the number of players and spectators, as well as a decline in the overall popularity of e-sports in the region. In conclusion, the Russia-Ukraine war has had a significant impact on the e-sports market.
Impact of recession:
However, the recession has caused a decline in the e-sports market. Many companies that sponsor e-sports events have reduced their budgets, resulting in fewer tournaments and lower prize pools. This has led to a decrease in the number of professional players and teams, as well as a decline in the overall popularity of e-sports.
Despite these challenges, the e-sports industry has shown resilience and adaptability. Many companies have shifted their focus to online events and streaming platforms, which have become increasingly popular during the pandemic. This has allowed e-sports to continue to grow and attract new fans, even in the face of economic uncertainty. In conclusion, the recession has hurt the e-sports market.
Key Market Segmentation
The eSports Market is segmented into four types based on, by Device Type, by Streaming type, by Application, by type, by Technology, and by Revenue Stream.
By Device Type:
By Streaming type:
By Revenue Stream:
Game publisher fee
Tickets and merchandise
Need any customization research study on eSports Market - Enquiry Now
North America held the largest market share. Online gamers from this region make up a sizable portion of the market, which is likely to fuel industry expansion. Activision Blizzard, Inc., Riot Games, Inc., and other leading businesses in the area are heavily funding R&D efforts to gain a competitive edge and meet consumer demands.
Over the predicted term, Asia Pacific is probably going to have a noticeable increase. Given the swift transition to digital platforms for entertainment through sporting events, countries like China, Japan, and India are predicted to enjoy strong demand. The Asia Pacific region's extensive gaming and entertainment prospects have increased interest in electronic sports. The market potential for suppliers of electronic sports platforms is anticipated to increase due to the robust sports markets present across European nations. New gaming platforms have sparked an interest among many fans. Similarly, to this, numerous stakeholders are making sizable investments in this European industry due to the market's promisingly expanding audience and higher expected return on investment.
Rest of Europe
Rest of Asia-Pacific
The Middle East & Africa
Rest of the Middle East & Africa
Rest of Latin America
The International Olympic Committee and Intel collaborated in July 2021 to increase the emphasis on having one of the biggest virtual competitions serve as the opening ceremony for the Games. The main location of the electronic sports competition was supposed to be Katowice, a city in Poland with a population of roughly 3,000,000, a month before the Olympic Games.
To provide a series of archives with a racing theme for the mobile racing game Asphalt 9, Gameloft partnered up with Epik Prime, an NFT platform that works with AAA gaming businesses as well as significant entertainment IPs and brands, in June 2021.
The major players in the market are Gameloft SE, Intel Corporation, Tencent Holding Limited, Activision Blizzard, Inc., Electronic Arts Inc., NVIDIA Corporation, HTC Corporation, Nintendo of America Inc., Modern Times Group (MTG), Valve Corporation Entertainment Ltd., FACEIT, and others in the final report.
|Market Size in 2022||US$ 2490.3 Mn|
|Market Size by 2030||US$ 11983.3 Mn|
|CAGR||CAGR of 21.7% From 2023 to 2030|
|Report Scope & Coverage||Market Size, Segments Analysis, Competitive Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook|
|Key Segments||• By Device Type (Smartphone, Smart TV, Desktop -laptop-tablets, Gaming console)
• By Streaming Type (On-demand, Live)
• By Application (Platform, Service)
• By Revenue Stream (Media rights, Game publisher fee, Sponsorship, Digital advertisement, Tickets, and merchandise)
|Regional Analysis/Coverage||North America (USA, Canada, Mexico), Europe
(Germany, UK, France, Italy, Spain, Netherlands,
Rest of Europe), Asia-Pacific (Japan, South Korea,
China, India, Australia, Rest of Asia-Pacific), The
Middle East & Africa (Israel, UAE, South Africa,
Rest of Middle East & Africa), Latin America (Brazil, Argentina, Rest of Latin America)
|Company Profiles||Gameloft SE, Intel Corporation, Tencent Holding Limited, Activision Blizzard, Inc., Electronic Arts Inc., NVIDIA Corporation, HTC Corporation, Nintendo of America Inc., Modern Times Group (MTG), Valve Corporation Entertainment Ltd., FACEIT|
|Key Drivers||• Rising Video Game Popularity to Fuel Market Growth
• Continuous increasing people’s preference towards technology-friendly games.
|Market Opportunities||• A growing number of competitions with big prize pools
• Investment opportunity over the long term
The market is expected to grow to USD 11983.3 billion by the forecast period of 2030.
USD 2490.3 billion in 2022 is the market share of the AI Camera Market.
The major worldwide key players in the eSports Market are Gameloft SE, Intel Corporation, Tencent Holding Limited, Activision Blizzard, Inc., Electronic Arts Inc., NVIDIA Corporation, HTC Corporation, Nintendo of America Inc., Modern Times Group (MTG), Valve Corporation, Entertainment Ltd., FACEIT, and others in the final report.
The CAGR of the eSports Market for the forecast period 2022-2030 is 21.7 %.
The forecast period for the eSports Market is 2022-2030.
Table of Contents
1.1 Market Definition
1.3 Research Assumptions
2. Research Methodology
3. Market Dynamics
4. Impact Analysis
4.1 COVID-19 Impact Analysis
4.2 Impact of Russia-Ukraine War
4.3 Impact of Ongoing Recession
4.3.2 Impact on major economies
184.108.40.206 United Kingdom
220.127.116.11 South Korea
18.104.22.168 Rest of the World
5. Value Chain Analysis
6. Porter’s 5 forces model
7. PEST Analysis
8. eSports Market Segmentation, by Device Type
8.2 Smart TV
8.3 Desktop -laptop-tablets
8.4 Gaming console
9. eSports Market Segmentation, by Streaming Type
10. eSports Market Segmentation, by Application
11. eSports Market Segmentation, by Revenue Stream
11.1 Media rights
11.2 Game publisher fee
11.4 Digital advertisement
11.5 Tickets and merchandise
12. Regional Analysis
12.2 North America
12.2.1 North America eSports Market by Country
12.2.2 North America eSports Market by Device Type
12.2.3 North America eSports Market by Streaming Type
12.2.4 North America eSports Market by Application
12.2.5 North America eSports Market by Revenue Stream
22.214.171.124 USA eSports Market by Device Type
126.96.36.199 USA eSports Market by Streaming type
188.8.131.52 USA eSports Market by Application
184.108.40.206 USA eSports Market by Revenue Stream
220.127.116.11 Canada eSports Market by Device Type
18.104.22.168 Canada eSports Market by Streaming type
22.214.171.124 Canada eSports Market by Application
126.96.36.199 Canada eSports Market by Revenue Stream
188.8.131.52 Mexico eSports Market by Device Type
184.108.40.206 Mexico eSports Market by Streaming type
220.127.116.11 Mexico eSports Market by Application
18.104.22.168 Mexico eSports Market by Revenue Stream
12.3.1 Europe eSports Market by Country
12.3.2 Europe eSports Market by Device Type
12.3.3 Europe eSports Market by Streaming type
12.3.4 Europe eSports Market by Application
12.3.5 Europe eSports Market by Revenue Stream
22.214.171.124 Germany eSports Market by Device Type
126.96.36.199 Germany eSports Market by Streaming type
188.8.131.52 Germany eSports Market by Application
184.108.40.206 Germany eSports Market by Revenue Stream
220.127.116.11 UK eSports Market by Device Type
18.104.22.168 UK eSports Market by Streaming type
22.214.171.124 UK eSports Market by Application
126.96.36.199 UK eSports Market by Revenue Stream
188.8.131.52 France eSports Market by Device Type
184.108.40.206 France eSports Market by Streaming type
220.127.116.11 France eSports Market by Application
18.104.22.168 France eSports Market by Revenue Stream
22.214.171.124 Italy eSports Market by Device Type
126.96.36.199 Italy eSports Market by Streaming type
188.8.131.52 Italy eSports Market by Application
184.108.40.206 Italy eSports Market by Revenue Stream
220.127.116.11 Spain eSports Market by Device Type
18.104.22.168 Spain eSports Market by Streaming type
22.214.171.124 Spain eSports Market by Application
126.96.36.199 Spain eSports Market by Revenue Stream
12.3.11 The Netherlands
188.8.131.52 Netherlands eSports Market by Device Type
184.108.40.206 Netherlands eSports Market by Streaming type
220.127.116.11 Netherlands eSports Market by Application
18.104.22.168 Netherlands eSports Market by Revenue Stream
12.3.12 Rest of Europe
22.214.171.124 Rest of Europe eSports Market by Device Type
126.96.36.199 Rest of Europe eSports Market by Streaming type
188.8.131.52 Rest of Europe eSports Market by Application
184.108.40.206 Rest of Europe eSports Market by Revenue Stream
12.4.1 Asia Pacific eSports Market by Country
12.4.2 Asia Pacific eSports Market by Device Type
12.4.3 Asia Pacific eSports Market by Streaming type
12.4.4Asia Pacific eSports Market by Application
12.4.5Asia Pacific eSports Market by Revenue Stream
220.127.116.11 Japan eSports Market by Device Type
18.104.22.168 Japan eSports Market by Streaming type
22.214.171.124 Japan eSports Market by Application
126.96.36.199 Japan eSports Market by Revenue Stream
12.4.7 South Korea
188.8.131.52 South Korea eSports Market by Device Type
184.108.40.206 South Korea eSports Market by Streaming type
220.127.116.11 South Korea eSports Market by Application
18.104.22.168 South Korea eSports Market by Revenue Stream
22.214.171.124 China eSports Market by Device Type
126.96.36.199 China eSports Market by Streaming type
188.8.131.52 China eSports Market by Application
184.108.40.206 China eSports Market by Revenue Stream
220.127.116.11 India eSports Market by Device Type
18.104.22.168 India eSports Market by Streaming type
22.214.171.124 India eSports Market by Application
126.96.36.199 India eSports Market by Revenue Stream
188.8.131.52 Australia eSports Market by Device Type
184.108.40.206 Australia eSports Market by Streaming type
220.127.116.11 Australia eSports Market by Application
18.104.22.168 Australia eSports Market by Revenue Stream
12.4.11 Rest of Asia-Pacific
22.214.171.124 APAC eSports Market by Device Type
126.96.36.199 APAC eSports Market by Streaming type
188.8.131.52 APAC eSports Market by Application
184.108.40.206 APAC eSports Market by Revenue Stream
12.5 The Middle East & Africa
12.5.1 The Middle East & Africa eSports Market by Country
12.5.2 The Middle East & Africa eSports Market by Device Type
12.5.3 The Middle East & Africa eSports Market by Streaming type
12.5.4The Middle East & Africa eSports Market by Application
12.5.5 The Middle East & Africa eSports Market by Revenue Stream
220.127.116.11 Israel eSports Market by Device Type
18.104.22.168 Israel eSports Market by Streaming type
22.214.171.124 Israel eSports Market by Application
126.96.36.199 Israel eSports Market by Revenue Stream
188.8.131.52 UAE eSports Market by Device Type
184.108.40.206 UAE eSports Market by Streaming type
220.127.116.11 UAE eSports Market by Application
18.104.22.168 UAE eSports Market by Revenue Stream
22.214.171.124 South Africa eSports Market by Device Type
126.96.36.199 South Africa eSports Market by Streaming type
188.8.131.52 South Africa eSports Market by Application
184.108.40.206 South Africa eSports Market by Revenue Stream
12.5.9 Rest of Middle East & Africa
220.127.116.11 Rest of Middle East & Asia eSports Market by Device Type
18.104.22.168 Rest of Middle East & Asia eSports Market by Streaming type
22.214.171.124 Rest of Middle East & Asia eSports Market by Application
126.96.36.199 Rest of Middle East & Asia eSports Market by Revenue Stream
12.6 Latin America
12.6.1 Latin America eSports Market by Country
12.6.2 Latin America eSports Market by Device Type
12.6.3 Latin America eSports Market by Streaming type
12.6.4 Latin America eSports Market by Application
12.6.5 Latin America eSports Market by Revenue Stream
188.8.131.52 Brazil eSports Market by Device Type
184.108.40.206 Brazil Africa eSports Market by Streaming type
220.127.116.11 Brazil eSports Market by Application
18.104.22.168 Brazil eSports Market by Revenue Stream
22.214.171.124 Argentina eSports Market by Device Type
126.96.36.199 Argentina eSports Market by Streaming type
188.8.131.52 Argentina eSports Market by Application
184.108.40.206 Argentina eSports Market by Revenue Stream
12.6.8 Rest of Latin America
220.127.116.11 Rest of Latin America eSports Market by Device Type
18.104.22.168 Rest of Latin America eSports Market by Streaming type
22.214.171.124 Rest of Latin America eSports Market by Application
126.96.36.199Rest of Latin America eSports Market by Revenue Stream
13 Company Profile
13.1 Gameloft SE
13.1.1 Market Overview
13.1.4 SWOT Analysis
13.1.5 The SNS View
13.2 Intel Corporation.
13.2.1 Market Overview
13.2.4 SWOT Analysis
13.2.5 The SNS View
13.3 Tencent Holding Limited.
13.3.1 Market Overview
13.3.4 SWOT Analysis
13.3.5 The SNS View
13.4 Activision Blizzard, Inc.
13.4.1 Market Overview
13.4.4 SWOT Analysis
13.4.5 The SNS View
13.5 Electronic Arts Inc.
13.5.1 Market Overview
13.5.4 SWOT Analysis
13.5.5 The SNS View
13.6 NVIDIA Corporation.
13.6.1 Market Overview
13.6.4 SWOT Analysis
13.6.5 The SNS View
13.7 HTC Corporation.
13.7.1 Market Overview
13.7.4 SWOT Analysis
13.7.5 The SNS View
13.8 Epicor Software Corporation.
13.8.1 Market Overview
13.8.4 SWOT Analysis
13.8.5 The SNS View
13.9.1 Market Overview
13.9.4 SWOT Analysis
13.9.5 The SNS View
13.10.1 Market Overview
13.10.4 SWOT Analysis
13.10.5 The SNS View
14. Competitive Landscape
14.1 Competitive Benchmarking
14.2 Market Share Analysis
14.3 Recent Developments
15. USE Cases and Best Practices
An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.
Each report that we prepare takes a timeframe of 350-400 business hours for production. Starting from the selection of titles through a couple of in-depth brain storming session to the final QC process before uploading our titles on our website we dedicate around 350 working hours. The titles are selected based on their current market cap and the foreseen CAGR and growth.
The 5 steps process:
Step 1: Secondary Research:
Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.
Step 2: Primary Research
When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data. This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.
We at SNS Insider have divided Primary Research into 2 parts.
Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.
This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.
Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.
Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.
Step 3: Data Bank Validation
Once all the information is collected via primary and secondary sources, we run that information for data validation. At our intelligence centre our research heads track a lot of information related to the market which includes the quarterly reports, the daily stock prices, and other relevant information. Our data bank server gets updated every fortnight and that is how the information which we collected using our primary and secondary information is revalidated in real time.
Step 4: QA/QC Process
After all the data collection and validation our team does a final level of quality check and quality assurance to get rid of any unwanted or undesired mistakes. This might include but not limited to getting rid of the any typos, duplication of numbers or missing of any important information. The people involved in this process include technical content writers, research heads and graphics people. Once this process is completed the title gets uploader on our platform for our clients to read it.
Step 5: Final QC/QA Process:
This is the last process and comes when the client has ordered the study. In this process a final QA/QC is done before the study is emailed to the client. Since we believe in giving our clients a good experience of our research studies, therefore, to make sure that we do not lack at our end in any way humanly possible we do a final round of quality check and then dispatch the study to the client.
The Construction Management Software Market was valued at USD 10.1 Billion in 2022 and is expected to be worth USD 21.61 Billion by 2030, increasing at a 9.98 % CAGR between 2023 and 2030.
The LTE And 5G Broadcast market size was valued at USD 736.51 million in 2022 and is expected to reach USD 1457.88 Million by 2030, and grow at a CAGR of 8.91% over the forecast period 2023-2030.
The Bare Metal Cloud market size was valued at USD 7.62 Bn in 2022 and is expected to reach USD 37.75 Bn by 2030, and grow at a CAGR of 22.88% over the forecast period 2023-2030.
The Small Cell 5G Network market size was valued at USD 1.06 Billion in 2022 and is expected to reach USD 8.59 Billion by 2030, and grow at a CAGR of 29.8% over the forecast period 2023-2030.
The 5G Tester market size was valued at USD 2.01 Bn in 2022 and is expected to reach USD 4.07 Bn by 2030, and grow at a CAGR of 9.3% over the forecast period 2023-2030.
The Open-Source Intelligence (OSINT) market size was valued at USD 7.22 Bn in 2022 and is expected to reach USD 36.93 Bn by 2030, and grow at a CAGR of 22.63% over the forecast period 2023-2030.
Hi! Click one of our member below to chat on Phone