Global Esports Market Growth, Share, Size, Trends and Forecast (2024 - 2030)

By Game;

Multiplayer Online Battle Arena (Moba), Real Time Strategy, First Person Shooter and Fighting And Sports.

By Platform;

Computer, Console, Mobile and Others.

By Geography;

North America, Europe, Asia Pacific, Middle East and Africa and Latin America - Report Timeline (2020 - 2030).
Report ID: Rn110815852 Published Date: June, 2024 Updated Date: July, 2024

Introduction

Global Esports Market (USD Million), 2020 - 2030

In the year 2023, the Global Esports Market was valued at USD 3,159.30 million. The size of this market is expected to increase to USD 12,420.11 million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of 21.6%.

The global esports market has surged in recent years, transforming from a niche subculture into a mainstream phenomenon that captures the attention of millions worldwide. Esports, short for electronic sports, refers to organized competitive video gaming, where professional players compete in various titles across different platforms. This burgeoning industry has seen exponential growth, fueled by advancements in technology, widespread internet access, and the rising popularity of gaming as a spectator sport.

One of the driving forces behind the rapid expansion of the esports market is the increasing accessibility of gaming platforms and titles. With the proliferation of smartphones, consoles, and PC gaming, individuals from diverse backgrounds can participate in or spectate esports competitions. Additionally, the emergence of streaming platforms like Twitch and YouTube Gaming has democratized content creation and distribution, allowing fans to engage with their favorite players and teams in real-time.

The esports ecosystem has attracted significant investment from both traditional sports organizations and corporate sponsors. Major brands across various industries recognize the immense potential of esports as a lucrative marketing opportunity to reach younger demographics. As a result, partnerships, sponsorships, and advertising deals within the esports space have reached unprecedented levels, further fueling the industry's growth.

The global reach of esports events has transcended geographical boundaries, with tournaments and leagues drawing massive online audiences and filling arenas with enthusiastic fans. Events like the League of Legends World Championship, Dota 2's The International, and the Overwatch League Grand Finals have become spectacles that rival traditional sporting events in terms of viewership and engagement. With continued innovation, investment, and a dedicated fan base, the global esports market is poised to continue its upward trajectory, solidifying its position as a dominant force in the entertainment industry.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Game
    2. Market Snapshot, By Platform
    3. Market Snapshot, By Region
  4. Global Esports Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Growing Audience
        2. Advancements in Technology
        3. Corporate Sponsorship and Investment
        4. Professionalization of Esports
        5. Cultural Acceptance and Recognition
      2. Restraints
        1. Lack of Infrastructure in Developing Regions
        2. Regulatory Challenges
        3. Dependency on Publisher Support
        4. Entry Barriers for New Players and Teams
        5. Monetization Challenges for Small and Medium-sized Esports Entities
      3. Opportunities
        1. Expansion into New Markets
        2. Diversification of Revenue Streams
        3. Integration with Traditional Sports and Entertainment
        4. Innovation in Content and Technology
        5. Investment in Talent Development and Infrastructure
    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Global Esports Market, By Game, 2020 - 2030 (USD Million)
      1. Multiplayer Online Battle Arena (Moba)
      2. Real Time Strategy
      3. First Person Shooter
      4. Fighting And Sports
    2. Global Esports Market, By Platform, 2020 - 2030 (USD Million)
      1. Computer
      2. Console
      3. Mobile
      4. Others
    3. Global Esports Market, By Geography, 2020 - 2030 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape
    1. Company Profiles
      1. Tencent Holdings Limited (China)
      2. Activision Blizzard (United States)
      3. Riot Games (United States)
      4. Valve Corporation (United States)
      5. Electronic Arts Inc. (United States)
      6. Epic Games (United States)
      7. Microsoft Corporation (United States)
      8. NetEase (China)
      9. HUYA Inc. (China)
      10. DouYu International Holdings Limited (China)
  7. Analyst Views
  8. Future Outlook of the Market