Esports Market Size, Share, Growth Rate, Market Value, and Trend Analysis Report by Revenue Stream (Sponsorships, Advertising, Media Rights, Game Publisher Fees, and Merchandise & Tickets), By Age Group (Below 15, 16 – 35, and Above 35), and By Region – Global Opportunities & Forecast, 2020-2027
Introduction of the Esports Market Report
Esports refers to electronic sports, which can be in the form of video games. These games can be played on console, PC, mobile, or tablet. It can be played for relaxation or to compete against other players at a professional level. Esports is gaining popularity with the inclination towards the digitalized world and reduced costs of advanced gaming technology.
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Market Dynamic
Key Drivers and Emerging Trends
The major factors propelling the growth of the global esports market size are increasing number of gamers, growing gaming industry and the rising audience reach and engagement activities. Furthermore, leading industry titans, such as BMW, McDonald’s, Coca-Cola, Adidas, among others and gaming hardware companies, such as SteelSeries, are significantly investing in sponsorships to leverage the exposure of a vast audience base. Moreover, there have been a sizeable number of partnerships among investors and technology providers. For instance, the British Esports Association entered into a partnership with epic.LAN, one of the leading LAN gaming events in the UK. These factors are bolstering the global esports market growth. In addition, the younger generation and millennials are now extensively connected to the technology and the internet. Nowadays, children prefer video games as compared to other outdoor activities and sports, which has paved the way for online games and activities. Furthermore, the popular tournaments played worldwide, such as IEM Katowice, PUBG Global Series Berlin, Arena of Valor World Championship, among others, attract the interests of the audiences across the globe. These factors are significantly contributing to the growth of the global esports market share in terms of revenue.
Impact of COVID-19 on the Esports Market
As per the esports market research, the COVID-19 pandemic has positively affected the growth of the global esports market as the pandemic has forced billions of people across the globe to spend time at home. This has brought the entertainment business into action to capture their attention with live game streaming, opera performances, and more. Moreover, the video-game industry has witnessed substantial growth as the pandemic has increased the amount of time for playing games. These factors play a crucial role in driving the growth of the global esports market.
Restraint in the Esports Market
The global esports market report states that the lack of standardization is one of the biggest factors hampering the growth of the market. There have been constant issues that arise with teams, players, tournaments, and their contracts, sponsorships, and advertising. Moreover, a lot of players and participants complain that some of the tournaments lack authenticity and it is becoming a challenge to find out which tournaments is authentic and which one is full of scams. These factors might become a restraint in the growth of the global esports market.
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Revenue Stream – Segment Analysis
Based on the revenue stream, the sponsorships segment is projected to grow at a higher CAGR over the forecast period. Sponsorships offer considerable opportunities for several brands to directly reach the target audience through online and offline media channels. Posters, booths, video displays, freebies, and other creative methods facilitate the brand to reach millions of fans. In addition, sponsorship provides a long-term engaging opportunity for esports organizers with their fans. These factors significantly are supplementing the growth of the sponsorships segment in the global esports market.
Age Group – Segment Analysis
On the basis of the Age Group, the 16–35 segment is expected to grow at a higher CAGR during the forecast period. This is mainly due to the strong presence of majority of gamers in this age group, which includes professional players, occasional viewers, and gamers that play for spending time. Professional players come mostly under this age group as they have to pay entry fees in order to participate in any kind of competition. These factors are providing a substantial surge in the growth of the 16-35 segment in the global esports management.
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Region – Segment Analysis
Based on the region, the Asia-Pacific region is anticipated to grow at a faster CAGR over the forecast period. This is mainly attributed to the growing penetration of internet usage and mobile gaming in this region. In addition, the rising number of esports competition has made the esports market lucrative for heavy investments. Moreover, South Korea is a renowned country for esports space as it provides the traditional infrastructure to gamers, including their coaches, analysts, cook, and gaming-house. For instance, in 2019, SK Telecom Co., Ltd., a South Korean telecom operator, collaborated with Comcast Corporation to form an esports company. These factors play a vital role in augmenting the growth of the esports market in Asia-Pacific.
Top Market Players
Various notable players operating in the market include Blizzard Entertainment, Inc., Modern Times Group, CJ Corporation, Valve Corporation, Nintendo, Electronic Arts, Faceit, Gfinity, Rovio Entertainment, and Riot Games, Inc., among others.
Key Developments:
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- In 2020, Electronic Arts acquired Codemasters, a UK gaming company, for $1.2 billion. EA said that it would lend its technology, game analytics, art & motion capture, publishing, marketing, and game development expertise to enhance Codemasters’ games.
- In 2020, Riot Games, Inc. announced their upcoming League of Legends All-Star 2020 events. In this tournament, fans have to vote for their favorite teams. This tournament was streamed live on the Riot Game Twitch Channel as well as on the LoL Esports site.
Segments covered in the Report:
The global esports market has been segmented on the basis of revenue stream, Age Group, and regions. Based on revenue stream, the market is segmented into sponsorships, advertising, media rights, game publisher fees, and merchandise & tickets. Based on Age Group, the market is segmented into below 15, 16 – 35, and above 35.
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Key questions answered in this research report:
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- At what pace is global esports market growing? What will be the growth trend in the future?
- What are the key drivers and restraints in esports market? What will be the impact of drivers and restraints in the future?
- What are the regional revenues and forecast breakdowns? Which are the major regional revenue pockets for growth in the global esports market?
- Which revenue stream generated maximum revenues in 2019 and identify the most promising revenue stream during the forecast period?
- What are the various Age Group areas of global Esports market and how they are poised to grow?
- What companies are the major participants in this market and their business strategies, how does the competitive landscape look like?
Report Coverage |
Details |
Market Base Year |
2019 |
Market Forecast Period |
2020-2027 |
Market Revenues Currency |
USD Million |
Base Year & Forecast Units |
Revenues (USD Million) |
Market Segment | By Revenue Stream, By Age Group, By Region |
Regional Coverage | Asia Pacific, Europe, North America, and RoW |
Companies Profiled | Blizzard Entertainment, Inc., Modern Times Group, CJ Corporation, Valve Corporation, Nintendo, Electronic Arts, Faceit, Gfinity, Rovio Entertainment, Riot Games, Inc., among others; a total of 10 companies covered. |
25% Free Customization Available | We will customize this report up to 25% as a free customization to address our client’s specific requirements |
Market Segmentation
Global Esports Market by Revenue Stream
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- Sponsorships
- Advertising
- Media Rights
- Game Publisher Fees
- Merchandise & Tickets
Global Esports Market by Age Group
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- Below 15
- 16 – 35
- Above 35
Global Esports Market by Region
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- North America Esports Market (Option 1: As a part of the free 25% customization)
- North America Market by Revenue Stream
- North America Market by Age Group
- US Market All-Up
- Canada Market All-Up
- Europe Esports Market (Option 2: As a part of the free 25% customization)
- Europe Market by Revenue Stream
- Europe Market by Age Group
- UK Market All-Up
- Germany Market All-Up
- France Market All-Up
- Spain Market All-Up
- Rest of Europe Market All-Up
- Asia-Pacific Esports Market (Option 3: As a part of the free 25% customization)
- Asia-Pacific Market by Revenue Stream
- Asia-Pacific Market by Age Group
- China Market All-Up
- India Market All-Up
- Japan Market All-Up
- Rest of APAC Market All-Up
- RoW Esports Market (Option 4: As a part of the free 25% customization)
- RoW Market by Revenue Stream
- RoW Market by Age Group
- Brazil Market All-Up
- South Africa Market All-Up
- Saudi Arabia Market All-Up
- UAE Market All-Up
- Rest of world (remaining countries of the LAMEA region) Market All-Up
- North America Esports Market (Option 1: As a part of the free 25% customization)
Major Players Operating in the Esports (Option 5: As a part of the Free 25% Customization – Profiles of 5 Additional Companies of your Choice)
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- Blizzard Entertainment, Inc.
- Modern Times Group
- CJ Corporation
- Valve Corporation
- Nintendo
- Electronic Arts
- Faceit
- Gfinity
- Rovio Entertainment
- Riot Games, Inc.
- Published Date: Mar - 2021
- Report Format: Excel/PPT
- Report Code: UP1684-001001
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Esports Market Size, Share, Growth Rate, Market Value, and Trend Analysis Report by Revenue Stream (Sponsorships, Advertising, Media Rights, Game Publisher Fees, and Merchandise & Tickets), By Age Group (Below 15, 16 – 35, and Above 35), and By Region – Global Opportunities & Forecast, 2020-2027
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