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Esports Market Growth, Size, Trends, Analysis Report by Type, Application, Region and Segment Forecast 2021-2025

  • Published: Jul 2021
  • Pages: 120
  • SKU: IRTNTR43348
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The market share is expected to increase by USD 2.05 billion from 2020 to 2025, and the market's growth momentum will decelerate at a CAGR of 18.22%.

This market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers market segmentations by game genre (MOBA, FPS, RTS, and others), revenue stream (sponsorships, media rights, advertising, publisher fees, and merchandise and ticket sales), and geography (APAC, Europe, North America, South America, and MEA). The market report also offers information on several market vendors, including Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity plc, Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Tencent Holdings Ltd., and Valve Corp. among others.

What will the Market Size be During the Forecast Period?

Esports Market Size

Download the Free Report Sample to Unlock the Market Size for the Forecast Period and Other Important Statistics

 

Market: Key Drivers, Trends, and Challenges

The branding through e-sports is notably driving the market growth, although factors such as growing cost of game development may impede market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key E-Sports Market Driver

Branding through e-sports is one of the driving factors impacting the global e-sports market growth. Sponsoring an e-sports event is one of the successful branding techniques. Firms from different sectors are offering sponsorship for e-sports to promote either a single product or a complete brand. Successful brand promotion can provide new revenue opportunities for e-sports events and, in turn, drive the global e-sports market. HTC Corp, Twitch, Intel, Adidas AG, Vodafone Plc, The Coca-Cola Co., and Mercedes-Benz (a subsidiary of Daimler AG) are some of the top sponsors of e-sports events. Some of the recent sponsorships made by corporates for e-sports events are mentioned below: In May 2021, Over Active Media, the parent company of MAD Lions, Toronto Ultra, and Toronto Defiant, has entered into a multi-year partnership with the Red Bull Gaming Studio.

Key E-Sports Market Trend

An increase in e-sports betting is the key trend driving the global e-sports market growth. E-sports betting is trending in the global e-sports market, which is diminishing the disparity between e-sports events and traditional sports events. Rapid growth in the viewership of e-sports has attracted betting companies to target e-sports events to expand their betting business. Betting operators are expected to enhance their presence in e-sports team sponsorships and introduce multiple forms of betting. The total e-sports betting value is attributed to overtaking the revenue generated by the sales of tickets and merchandise of e-sports events. All these factors are expected to increase e-sports betting during the forecast period.

Key E-Sports Market Challenge

The growing cost of game development will be a major challenge negatively impacting the global e-sports market growth. The consumer demand for various quality enhancements and innovations in the game content has increased the cost of game development. Owing to these requirements, game budgets reached $500 million in 2018. Currently, most of the game content is complex with respect to characters, items, levels, and visual effects. Such intricacy caters to the needs of modern gamers. As a result, developers need to hire specialized artists for art designing in games, further augmenting production costs. Owing to the intense competition in the market, game developers are hiring Hollywood actors to voice virtual characters. This provides a superior and immersive experience to gamers, and game developers can achieve product differentiation. The increasing game development cost is resulting in the high cost for the game franchise, creating a challenge for the global e-sports market.

This market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2021-2025.

Parent Market Analysis

Technavio categorizes the global e-sports market as a part of the global interactive home entertainment market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the market during the forecast period.

Who are the Major Market Vendors?

The report analyzes the global interactive home entertainment market's competitive landscape and offers information on several market vendors, including:

 

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • Gfinity plc
  • Intergalactic Gaming Ltd.
  • Modern Times Group MTG AB
  • Nintendo Co. Ltd.
  • Take-Two Interactive Software Inc.
  • Tencent Holdings Ltd.
  • Valve Corp.

 

This statistical study of the market encompasses successful business strategies deployed by the key vendors. The market is fragmented and the vendors are deploying organic and inorganic growth strategies to compete in the market.

Product Insights and News

  • Activision Blizzard Inc.- The company offers different types of esports games such as Activision, blizzard, and king.

To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

Market Value Chain Analysis

Our report provides extensive information on the value chain analysis for the market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chain is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.

The report has further elucidated on other innovative approaches being followed by service providers to ensure a sustainable market presence.

Which are the Key Regions for Market?

Esports Market Market segmentation by region

For more insights on the market share of various regions Request for a FREE sample now!

43% of the market's growth will originate from APAC during the forecast period. China is the key markets for market in APAC. Market growth in this region will be faster than the growth of the market in other regions.

The increased introduction of global brands and products in the market and their popularity among millennials, and the development of the gaming industry which will facilitate the market growth in APAC over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

COVID Impact and Recovery Analysis

The outbreak of COVID-19 at the beginning of 2020 forced governments of various countries in APAC to impose lockdowns, which compelled people to stay at home. Such restrictions have increased the demand for online games, such as e-sports, as a recreational activity. APAC has always been an attractive market for the gaming industry, especially owing to the ease of entry, compared with other markets. Moreover, several e-sports spectators, sponsors, and brands from western countries are increasingly investing in the market in this region. APAC is the most promising market for e-sports and is expected to grow at a steady rate during the forecast period. Moreover, countries such as China, Japan, and South Korea are contributing maximum to the growth of the e-sports market in the region.

What are the Revenue-generating Game Genre Segments in the Market?

Esports Market Segmentation

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The market share growth by the MOBA segment will be significant during the forecast period. The company launched this game for Microsoft Windows and Mac OS. The new launch and regular updates coupled with in-game buying features would further drive the growth of the e-sports market during the forecast period. 

This report provides an accurate prediction of the contribution of all the segments to the growth of the market size and actionable market insights on post COVID-19 impact on each segment.

 

Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Decelerate at a CAGR of 18.22%

Market growth 2021-2025

$ 2.05 billion

Market structure

Fragmented

YoY growth (%)

22.12

Regional analysis

APAC, Europe, North America, South America, MEA, APAC, Europe, North America, South America, and MEA

Performing market contribution

APAC at 43%

Key consumer countries

US, China, Germany, Japan, and UK

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity plc, Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Tencent Holdings Ltd., and Valve Corp.

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

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What are the Key Data Covered in this Market Report?

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will drive market growth during the next five years
  • Precise estimation of the market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the industry across APAC, Europe, North America, South America, MEA, APAC, Europe, North America, South America, and MEA
  • A thorough analysis of the market's competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of market vendors

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1 Executive Summary

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 01: Parent market
    • Exhibit 02: Market characteristics
  • 2.2 Value chain analysis
    • Exhibit 03: Value Chain Analysis: Interactive home entertainment

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 04: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 05: Market segments
  • 3.3 Market size 2020
    • 3.4 Market outlook: Forecast for 2020 - 2025
      • Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ million)
      • Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)

    4 Five Forces Analysis

    • 4.1 Five forces summary
      • Exhibit 08: Five forces analysis 2020 & 2025
    • 4.2 Bargaining power of buyers
      • Exhibit 09: Bargaining power of buyers
    • 4.3 Bargaining power of suppliers
      • Exhibit 10: Bargaining power of suppliers
    • 4.4 Threat of new entrants
      • Exhibit 11: Threat of new entrants
    • 4.5 Threat of substitutes
      • Exhibit 12: Threat of substitutes
    • 4.6 Threat of rivalry
      • Exhibit 13: Threat of rivalry
    • 4.7 Market condition
      • Exhibit 14: Market condition - Five forces 2020

    5 Market Segmentation by Game genre

    • 5.1 Market segments
      • Exhibit 15: Game genre - Market share 2020-2025 (%)
    • 5.2 Comparison by Game genre
      • Exhibit 16: Comparison by Game genre
    • 5.3 MOBA - Market size and forecast 2020-2025
      • Exhibit 17: MOBA - Market size and forecast 2020-2025 ($ million)
      • Exhibit 18: MOBA - Year-over-year growth 2020-2025 (%)
    • 5.4 FPS - Market size and forecast 2020-2025
      • Exhibit 19: FPS - Market size and forecast 2020-2025 ($ million)
      • Exhibit 20: FPS - Year-over-year growth 2020-2025 (%)
    • 5.5 RTS - Market size and forecast 2020-2025
      • Exhibit 21: RTS - Market size and forecast 2020-2025 ($ million)
      • Exhibit 22: RTS - Year-over-year growth 2020-2025 (%)
    • 5.6 Others - Market size and forecast 2020-2025
      • Exhibit 23: Others - Market size and forecast 2020-2025 ($ million)
      • Exhibit 24: Others - Year-over-year growth 2020-2025 (%)
    • 5.7 Market opportunity by Game genre
      • Exhibit 25: Market opportunity by Game genre

    6 Market Segmentation by Revenue stream

    • 6.1 Market segments
      • Exhibit 26: Revenue stream - Market share 2020-2025 (%)
    • 6.2 Comparison by Revenue stream
      • Exhibit 27: Comparison by Revenue stream
    • 6.3 Sponsorships - Market size and forecast 2020-2025
      • Exhibit 28: Sponsorships - Market size and forecast 2020-2025 ($ million)
      • Exhibit 29: Sponsorships - Year-over-year growth 2020-2025 (%)
    • 6.4 Media rights - Market size and forecast 2020-2025
      • Exhibit 30: Media rights - Market size and forecast 2020-2025 ($ million)
      • Exhibit 31: Media rights - Year-over-year growth 2020-2025 (%)
    • 6.5 Advertising - Market size and forecast 2020-2025
      • Exhibit 32: Advertising - Market size and forecast 2020-2025 ($ million)
      • Exhibit 33: Advertising - Year-over-year growth 2020-2025 (%)
    • 6.6 Publisher fees - Market size and forecast 2020-2025
      • Exhibit 34: Publisher fees - Market size and forecast 2020-2025 ($ million)
      • Exhibit 35: Publisher fees - Year-over-year growth 2020-2025 (%)
    • 6.7 Merchandise and ticket sales - Market size and forecast 2020-2025
      • Exhibit 36: Merchandise and ticket sales - Market size and forecast 2020-2025 ($ million)
      • Exhibit 37: Merchandise and ticket sales - Year-over-year growth 2020-2025 (%)
    • 6.8 Market opportunity by Revenue stream
      • Exhibit 38: Market opportunity by Revenue stream

    7 Customer landscape

    8 Geographic Landscape

    • 8.1 Geographic segmentation
      • Exhibit 40: Market share by geography 2020-2025 (%)
    • 8.2 Geographic comparison
      • Exhibit 41: Geographic comparison
    • 8.3 APAC - Market size and forecast 2020-2025
      • Exhibit 42: APAC - Market size and forecast 2020-2025 ($ million)
      • Exhibit 43: APAC - Year-over-year growth 2020-2025 (%)
    • 8.4 Europe - Market size and forecast 2020-2025
      • Exhibit 44: Europe - Market size and forecast 2020-2025 ($ million)
      • Exhibit 45: Europe - Year-over-year growth 2020-2025 (%)
    • 8.5 North America - Market size and forecast 2020-2025
      • Exhibit 46: North America - Market size and forecast 2020-2025 ($ million)
      • Exhibit 47: North America - Year-over-year growth 2020-2025 (%)
    • 8.6 South America - Market size and forecast 2020-2025
      • Exhibit 48: South America - Market size and forecast 2020-2025 ($ million)
      • Exhibit 49: South America - Year-over-year growth 2020-2025 (%)
    • 8.7 MEA - Market size and forecast 2020-2025
      • Exhibit 50: MEA - Market size and forecast 2020-2025 ($ million)
      • Exhibit 51: MEA - Year-over-year growth 2020-2025 (%)
    • 8.8 Key leading countries
      • 8.9 Market opportunity by geography
        • Exhibit 53: Market opportunity by geography ($ million)

      9 Drivers, Challenges, and Trends

      • 9.1 Market drivers
        • 9.2 Market challenges
          • Exhibit 54: Impact of drivers and challenges
        • 9.3 Market trends

          10 Vendor Landscape

          • 10.1 Overview
            • Exhibit 55: Vendor landscape
          • 10.2 Landscape disruption
            • Exhibit 56: Landscape disruption
            • Exhibit 57: Industry risks
          • 10.3 Competitive scenario

            11 Vendor Analysis

            • 11.1 Vendors covered
              • Exhibit 58: Vendors covered
            • 11.2 Market positioning of vendors
              • Exhibit 59: Market positioning of vendors
            • 11.3 Activision Blizzard Inc.
              • Exhibit 60: Activision Blizzard Inc. - Overview
              • Exhibit 61: Activision Blizzard Inc. - Business segments
              • Exhibit 62: Activision Blizzard Inc. - Key offerings
              • Exhibit 63: Activision Blizzard Inc. - Segment focus
            • 11.4 Electronic Arts Inc.
              • Exhibit 64: Electronic Arts Inc. - Overview
              • Exhibit 65: Electronic Arts Inc. - Business segments
              • Exhibit 66: Electronic Arts Inc. – Key news
              • Exhibit 67: Electronic Arts Inc. - Key offerings
              • Exhibit 68: Electronic Arts Inc. - Segment focus
            • 11.5 Epic Games Inc.
              • Exhibit 69: Epic Games Inc. - Overview
              • Exhibit 70: Epic Games Inc. - Product and service
              • Exhibit 71: Epic Games Inc. - Key offerings
            • 11.6 Gfinity plc
              • Exhibit 72: Gfinity plc - Overview
              • Exhibit 73: Gfinity plc - Business segments
              • Exhibit 74: Gfinity plc– Key news
              • Exhibit 75: Gfinity plc - Key offerings
              • Exhibit 76: Gfinity plc - Segment focus
            • 11.7 Intergalactic Gaming Ltd.
              • Exhibit 77: Intergalactic Gaming Ltd. - Overview
              • Exhibit 78: Intergalactic Gaming Ltd. - Product and service
              • Exhibit 79: Intergalactic Gaming Ltd. - Key offerings
            • 11.8 Modern Times Group MTG AB
              • Exhibit 80: Modern Times Group MTG AB - Overview
              • Exhibit 81: Modern Times Group MTG AB - Business segments
              • Exhibit 82: Modern Times Group MTG AB – Key news
              • Exhibit 83: Modern Times Group MTG AB - Key offerings
              • Exhibit 84: Modern Times Group MTG AB - Segment focus
            • 11.9 Nintendo Co. Ltd.
              • Exhibit 85: Nintendo Co. Ltd. - Overview
              • Exhibit 86: Nintendo Co. Ltd. - Business segments
              • Exhibit 87: Nintendo Co. Ltd. - Key offerings
            • 11.10 Take-Two Interactive Software Inc.
              • Exhibit 88: Take-Two Interactive Software Inc. - Overview
              • Exhibit 89: Take-Two Interactive Software Inc. - Business segments
              • Exhibit 90: Take-Two Interactive Software Inc.– Key news
              • Exhibit 91: Take-Two Interactive Software Inc. - Key offerings
            • 11.11 Tencent Holdings Ltd.
              • Exhibit 92: Tencent Holdings Ltd. - Overview
              • Exhibit 93: Tencent Holdings Ltd. - Business segments
              • Exhibit 94: Tencent Holdings Ltd. – Key news
              • Exhibit 95: Tencent Holdings Ltd. - Key offerings
              • Exhibit 96: Tencent Holdings Ltd. - Segment focus
            • 11.12 Valve Corp.
              • Exhibit 97: Valve Corp. - Overview
              • Exhibit 98: Valve Corp. - Product and service
              • Exhibit 99: Valve Corp. - Key offerings

            12 Appendix

            • 12.1 Scope of the report
              • 12.2 Currency conversion rates for US$
                • Exhibit 100: Currency conversion rates for US$
              • 12.3 Research methodology
                • Exhibit 101: Research Methodology
                • Exhibit 102: Validation techniques employed for market sizing
                • Exhibit 103: Information sources
              • 12.4 List of abbreviations
                • Exhibit 104: List of abbreviations

              Research Framework

              Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

              TechnavioINFORMATION SOURCES

              Primary sources

              • Manufacturers and suppliers
              • Channel partners
              • Industry experts
              • Strategic decision makers

              Secondary sources

              • Industry journals and periodicals
              • Government data
              • Financial reports of key industry players
              • Historical data
              • Press releases
              Technavio

              TechnavioDATA ANALYSIS

              Data Synthesis

              • Collation of data
              • Estimation of key figures
              • Analysis of derived insights

              Data Validation

              • Triangulation with data models
              • Reference against proprietary databases
              • Corroboration with industry experts
              Technavio

              TechnavioREPORT WRITING

              Qualitative

              • Market drivers
              • Market challenges
              • Market trends
              • Five forces analysis

              Quantitative

              • Market size and forecast
              • Market segmentation
              • Geographical insights
              • Competitive landscape
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              E-Sports Market market growth will increase by $2.05 bn during 2021-2025.
              The e-sports market market is expected to grow at a CAGR of 18.22% during 2021-2025.
              Technavio has segmented the e-sports market market by geography (APAC, Europe, North America, South America, MEA, APAC, Europe, North America, South America, and MEA) and geographic (APAC, Europe, North America, South America, and MEA).
              Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity plc, Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Tencent Holdings Ltd., Valve Corp. are a few of the key vendors in the e-sports market market.
              APAC will register the highest growth rate of 43% among the other regions. Therefore, the e-sports market market in APAC is expected to garner significant business opportunities for the vendors during the forecast period.
              The key factors driving the e-sports market market growth are:
              • Branding through e-sports
              • Increase in e-sports betting
              The e-sports market market vendors should focus on grabbing business opportunities from the apac segment as it accounted for the largest market share in the base year.
              • What are the key global market and the regional market share?
              • What are the revenue-generating key market segments?
              • What are the key factors driving and challenging this market’s growth?
              • Who are the key market vendors and their growth strategies?
              • What are the latest trends influencing the growth of this market?
              • What are the variables influencing the market growth in the primary regions?
              • What are the factors influencing the growth of the parent market?
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