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eSports Market Report Scope & Overview:

The eSports Market size was valued at USD 3,030.69 Million in 2023, with a projected CAGR of 21.7% to reach USD 14,583.67 Million by 2031

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.

eSports Market

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Market Dynamics

Drivers

  • 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.

Restrains:

  • 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.

Opportunities:

  • A growing number of competitions with big prize pools

  • Investment opportunity over the long term

Challenges

  • 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:         

  • Smartphone

  • Smart TV

  • Desktop -laptop-tablets

  • Gaming console

By Streaming type:   

  • On-demand

  • Live

By Application:

  • Platform

  • Service

By Revenue Stream: 

eSports Market

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Regional Analysis:

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.

REGIONAL COVERAGE:

North America

  • USA

  • Canada

  • Mexico

Europe

  • Germany

  • UK

  • France

  • Italy

  • Spain

  • The 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 the Middle East & Africa

Latin America

  • Brazil

  • Argentina

  • Rest of Latin America

Recent DevelopmentS:

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.

Key Players:

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.

Tencent Holding Limited-Company Financial Analysis

Company Landscape Analysis

eSports Market Report Scope:
Report Attributes Details
Market Size in 2023  US$ 3,030.69 Mn
Market Size by 2031  US$ 14,583.67 Mn
CAGR   CAGR of 21.7% From 2024 to 2031
Base Year  2023
Forecast Period  2024-2031
Historical Data  2020-2022
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

 

Frequently Asked Questions

The market is expected to grow to USD 14,583.67 Million by the forecast period of 2031.

USD 3,030.69 billion in 2023 is the market share of the eSports 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 2024-2031 is 21.7%.

The forecast period for the eSports Market is 2024-2031.

Table of Contents


1. Introduction
1.1 Market Definition
1.2 Scope
1.3 Research Assumptions

2. Research Methodology

3. Market Dynamics
3.1 Drivers
3.2 Restraints
3.3 Opportunities
3.4 Challenges

4. Impact Analysis
4.1 COVID-19 Impact Analysis
4.2 Impact of Russia-Ukraine War
4.3 Impact of Ongoing Recession
4.3.1 Introduction
4.3.2 Impact on major economies
4.3.2.1 US
4.3.2.2 Canada
4.3.2.3 Germany
4.3.2.4 France
4.3.2.5 United Kingdom
4.3.2.6 China
4.3.2.7 japan
4.3.2.8 South Korea
4.3.2.9 Rest of the World

5. Value Chain Analysis

6. Porter’s 5 forces model

7. PEST Analysis

8. eSports Market Segmentation, by Device Type
8.1 Smartphone
8.2 Smart TV
8.3 Desktop -laptop-tablets
8.4 Gaming console

9. eSports Market Segmentation, by Streaming Type
9.1 On-demand
9.2 Live

10. eSports Market Segmentation, by Application
10.1 Platform
10.11 Service

11. eSports Market Segmentation, by Revenue Stream
11.1 Media rights
11.2 Game publisher fee
11.3 Sponsorship
11.4 Digital advertisement
11.5 Tickets and merchandise

12. Regional Analysis
12.1 Introduction
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
12.2.6 USA
12.2.6.1 USA eSports Market by Device Type
12.2.6.2 USA eSports Market by Streaming type
12.2.6.3 USA eSports Market by Application
12.2.6.4 USA eSports Market by Revenue Stream
12.2.7 Canada
12.2.7.1 Canada eSports Market by Device Type
12.2.7.2 Canada eSports Market by Streaming type
12.2.7.3 Canada eSports Market by Application
12.2.7.4 Canada eSports Market by Revenue Stream
12.2.8 Mexico
12.2.8.1 Mexico eSports Market by Device Type
12.2.8.2 Mexico eSports Market by Streaming type
12.2.8.3 Mexico eSports Market by Application
12.2.8.4 Mexico eSports Market by Revenue Stream
12.3 Europe
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
12.3.6 Germany
12.3.6.1 Germany eSports Market by Device Type
12.3.6.2 Germany eSports Market by Streaming type
12.3.6.3 Germany eSports Market by Application
12.3.6.4 Germany eSports Market by Revenue Stream
12.3.7 UK
12.3.7.1 UK eSports Market by Device Type
12.3.7.2 UK eSports Market by Streaming type
12.3.7.3 UK eSports Market by Application
12.3.7.4 UK eSports Market by Revenue Stream
12.3.8 France
12.3.8.1 France eSports Market by Device Type
12.3.8.2 France eSports Market by Streaming type
12.3.8.3 France eSports Market by Application
12.3.8.4 France eSports Market by Revenue Stream
12.3.9 Italy
12.3.9.1 Italy eSports Market by Device Type
12.3.9.2 Italy eSports Market by Streaming type
12.3.9.3 Italy eSports Market by Application
12.3.9.4 Italy eSports Market by Revenue Stream
12.3.10 Spain
12.3.10.1 Spain eSports Market by Device Type
12.3.10.2 Spain eSports Market by Streaming type
12.3.10.3 Spain eSports Market by Application
12.3.10.4 Spain eSports Market by Revenue Stream
12.3.11 The Netherlands
12.3.11.1 Netherlands eSports Market by Device Type
12.3.11.2 Netherlands eSports Market by Streaming type
12.3.11.3 Netherlands eSports Market by Application
12.3.11.4 Netherlands eSports Market by Revenue Stream
12.3.12 Rest of Europe
12.3.12.1 Rest of Europe eSports Market by Device Type
12.3.12.2 Rest of Europe eSports Market by Streaming type
12.3.12.3 Rest of Europe eSports Market by Application
12.3.12.4 Rest of Europe eSports Market by Revenue Stream
12.4 Asia-Pacific
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
12.4.6 japan
12.4.6.1 Japan eSports Market by Device Type
12.4.6.2 Japan eSports Market by Streaming type
12.4.6.3 Japan eSports Market by Application
12.4.6.4 Japan eSports Market by Revenue Stream
12.4.7 South Korea
12.4.7.1 South Korea eSports Market by Device Type
12.4.7.2 South Korea eSports Market by Streaming type
12.4.7.3 South Korea eSports Market by Application
12.4.7.4 South Korea eSports Market by Revenue Stream
12.4.8 China
12.4.8.1 China eSports Market by Device Type
12.4.8.2 China eSports Market by Streaming type
12.4.8.3 China eSports Market by Application
12.4.8.4 China eSports Market by Revenue Stream
12.4.9 India
12.4.9.1 India eSports Market by Device Type
12.4.9.2 India eSports Market by Streaming type
12.4.9.3 India eSports Market by Application
12.4.9.4 India eSports Market by Revenue Stream
12.4.11 Australia
12.4.10.1 Australia eSports Market by Device Type
12.4.10.2 Australia eSports Market by Streaming type
12.4.10.3 Australia eSports Market by Application
12.4.10.4 Australia eSports Market by Revenue Stream
12.4.11 Rest of Asia-Pacific
12.4.11.1 APAC eSports Market by Device Type
12.4.11.2 APAC eSports Market by Streaming type
12.4.11.3 APAC eSports Market by Application
12.4.11.4 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
12.5.6 Israel
12.5.6.1 Israel eSports Market by Device Type
12.5.6.2 Israel eSports Market by Streaming type
12.5.6.3 Israel eSports Market by Application
12.5.6.4 Israel eSports Market by Revenue Stream
12.5.7 UAE
12.5.7.1 UAE eSports Market by Device Type
12.5.7.2 UAE eSports Market by Streaming type
12.5.7.3 UAE eSports Market by Application
12.5.7.4 UAE eSports Market by Revenue Stream
12.5.8South Africa
12.5.8.1 South Africa eSports Market by Device Type
12.5.8.2 South Africa eSports Market by Streaming type
12.5.8.3 South Africa eSports Market by Application
12.5.8.4 South Africa eSports Market by Revenue Stream
12.5.9 Rest of Middle East & Africa
12.5.9.1 Rest of Middle East & Asia eSports Market by Device Type
12.5.9.2 Rest of Middle East & Asia eSports Market by Streaming type
12.5.9.3 Rest of Middle East & Asia eSports Market by Application
12.5.9.4 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
12.6.6 Brazil
12.6.6.1 Brazil eSports Market by Device Type
12.6.6.2 Brazil Africa eSports Market by Streaming type
12.6.6.3 Brazil eSports Market by Application
12.6.6.4 Brazil eSports Market by Revenue Stream
12.6.7 Argentina
12.6.7.1 Argentina eSports Market by Device Type
12.6.7.2 Argentina eSports Market by Streaming type
12.6.7.3 Argentina eSports Market by Application
12.6.7.4 Argentina eSports Market by Revenue Stream
12.6.8 Rest of Latin America
12.6.8.1 Rest of Latin America eSports Market by Device Type
12.6.8.2 Rest of Latin America eSports Market by Streaming type
12.6.8.3 Rest of Latin America eSports Market by Application
12.6.8.4Rest of Latin America eSports Market by Revenue Stream

13 Company Profile
13.1 Gameloft SE
13.1.1 Market Overview
13.1.2 Financials
13.1.3 Product/Services/Offerings
13.1.4 SWOT Analysis
13.1.5 The SNS View
13.2 Intel Corporation.
13.2.1 Market Overview
13.2.2 Financials
13.2.3 Product/Services/Offerings
13.2.4 SWOT Analysis
13.2.5 The SNS View
13.3 Tencent Holding Limited.
13.3.1 Market Overview
13.3.2 Financials
13.3.3 Product/Services/Offerings
13.3.4 SWOT Analysis
13.3.5 The SNS View
13.4 Activision Blizzard, Inc.
13.4.1 Market Overview
13.4.2 Financials
13.4.3 Product/Services/Offerings
13.4.4 SWOT Analysis
13.4.5 The SNS View
13.5 Electronic Arts Inc.
13.5.1 Market Overview
13.5.2 Financials
13.5.3 Product/Services/Offerings
13.5.4 SWOT Analysis
13.5.5 The SNS View
13.6 NVIDIA Corporation.
13.6.1 Market Overview
13.6.2 Financials
13.6.3 Product/Services/Offerings
13.6.4 SWOT Analysis
13.6.5 The SNS View
13.7 HTC Corporation.
13.7.1 Market Overview
13.7.2 Financials
13.7.3 Product/Services/Offerings
13.7.4 SWOT Analysis
13.7.5 The SNS View
13.8 Epicor Software Corporation.
13.8.1 Market Overview
13.8.2 Financials
13.8.3 Product/Services/Offerings
13.8.4 SWOT Analysis
13.8.5 The SNS View
13.9 Infor.
13.9.1 Market Overview
13.9.2 Financials
13.9.3 Product/Services/Offerings
13.9.4 SWOT Analysis
13.9.5 The SNS View
13.10 Zycus.
13.10.1 Market Overview
13.10.2 Financials
13.10.3 Product/Services/Offerings
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

16. Conclusion

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.

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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.

Secondary Research

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.

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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.

Primary Research

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Data Bank Validation

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