Esports Market Analysis APAC, Europe, North America, South America, Middle East and Africa - US, Canada, China, Japan, Germany - Size and Forecast 2024-2028

Published: Feb 2024 Pages: 173 SKU: IRTNTR43348

 Esports Market Forecast 2023-2027

The esports market size is forecast to increase by USD 3.51 billion, at a CAGR of 21.81% between 2022 and 2027. Market growth is influenced by various factors, foremost being the strategic branding opportunities presented through Esports. The increasing prevalence of these events further contributes to this growth trajectory, creating a fertile ground for market expansion. Additionally, the continuous launch of new platforms within the  landscape plays a pivotal role in driving market dynamics. These platforms not only cater to the growing demand for Esports but also attract a diverse audience, enhancing market reach and engagement. As it continues to gain traction globally, the synergy between branding initiatives, event proliferation, and platform innovation fuels the market's upward trajectory. This convergence of factors underscores the significant potential and opportunities within the market, driving its sustained growth and evolution.

What will be the size of the Market During the Forecast Period?

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Market Segmentation

This report extensively covers market segmentation by revenue stream (sponsorships, media rights, advertising, publisher fees, and merchandise and ticket sales), genre (MOBA, FPS, RTS, and others), and geography (APAC, Europe, North America, South America, and Middle East and Africa). It also includes an in-depth analysis of drivers, trends, and challenges. Furthermore, the report includes historic market data from 2017 to 2021.

Market Dynamics and Customer Landscape

The market is driven by the surge in live streaming, attracting a massive viewership and driving ticket sales. Increasing demand for immersive engagement activities has led to substantial gaming investments in league tournament infrastructure and streaming platforms. Challenges include ensuring integrity with the Esports Integrity Coalition amid the rising influence of influencers and event organizers. Trends show a strong revenue model through advertising and popular games like Fortnite, League of Legends, and Overwatch catering to a diverse Millennials audience. Our researchers analyzed the data with 2022 as the base year, along with the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.

Key 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.

Moreover, 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, entered into a multi-year partnership with the Red Bull Gaming Studio.

Significant 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. Betting in e-sports is projected to witness significant growth during the forecast period, particularly in the US, owing to lenient laws on betting in the country, which allows states to opt for legal betting in some of the sports along with e-sports. Moreover, the ease of online transactions also propelled betting companies to participate in e-sports events using mobile applications.

Moreover, Betway Group and GG.BET is two of the prominent betting companies that also sponsor e-sports teams in several 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.

Major Market Challenge

The growing cost of game development will be a major challenge that negatively impacts the global e-sports market growth. The consumer demand for various quality enhancements and innovations in-game content has increased the cost of game development. Owing to these requirements, game budgets reached USD500 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.

Moreover, 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.

Key Market Customer Landscape

The market growth analysis report includes the adoption lifecycle of the market, covering from the innovator’s stage to the laggard’s stage. It focuses on adoption rates in different regions based on penetration. Furthermore, the report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their growth strategies.

Market Customer Landscape

Who are the Major Market Players?

Companies are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.

Amazon.com Inc.The company offers e-sports online gaming to compete against each other in tournaments for a cash prize.

The report also includes detailed analyses of the competitive landscape of the market and information about 15 market companies, including:

  • Activision Blizzard Inc.
  • Beyond the Summit
  • Caffeine
  • Electronic Arts Inc.
  • Gfinity Plc
  • Harena Data Inc.
  • Hi-Rez Studios Inc.
  • Intergalactic Gaming Ltd.
  • Kabam Games Inc.
  • Modern Times Group MTG AB
  • Nintendo Co. Ltd.
  • Riot Games Inc.
  • Rovio Entertainment Corp.
  • TaKeTV GmbH
  • Tencent Holdings Ltd.

Qualitative and quantitative analysis of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.

What is the Fastest-Growing Segment in the Market?

The market segmentation is a dynamic ecosystem driven by various key components. Live streaming plays a pivotal role in reaching a global viewership, offering real-time access to competitive games and events. This surge in viewership translates into increased ticket sales and engagement activities, attracting a diverse audience and catering to the demand for immersive gaming experiences. Investments in gaming infrastructure and league tournament infrastructure are essential for providing a seamless and competitive environment for gamers and organizers alike. These investments also fuel advancements in technology and infrastructure, enabling the execution of large-scale league tournaments and events.Millennials are a significant target audience, with influencers and event organizers leveraging their influence to drive engagement and revenue. The Revenue Model of the industry encompasses various streams, including advertising, ticket sales, and partnerships with Streaming Platforms.

The market share growth by the sponsorships segment will be significant during the forecast period. Sponsorship deals take place with e-sports event organizers, as well as with individual teams or players. With the increasing viewership of e-sports events, companies are finding e-sports sponsorship as a highly profitable investment. As half of the global e-sports audience is males aged under 35 years, companies are majorly targeting them for e-sports sponsorships.

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The sponsorships segment was valued at USD 383.05 million in 2017 and continue to grow by 2021Some of the popular e-sports tournaments in terms of sponsorships are Dreamhack, Intel Extreme Masters, League of Legends World Championship, League of Legends Pro League, and ESL Pro League. Red Bull and Monster Energy, which are energy drinks companies, are among the top endemic sponsor brands for the e-sports industry. Moreover, non-endemic brands are increasingly participating in sponsoring e-sports, and they majorly include companies that are targeting the young population. Coca-Cola, Mercedes Benz, Adidas, Tinder, Geico, M and M, Volkswagen, Fortum, Mcdonald's, and Shanghai Pudong Development Bank are some of the prominent non-endemic sponsor brands. Thus, the growing participation of such brands in e-sports is likely to drive the growth of the sponsorships segment in the global e-sports market during the forecast period.

Which are the Key Regions for the Market?

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APAC is estimated to contribute 43% to the growth of the global market during the forecast period. Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period. 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 the maximum to the growth of the e-sports market in the region.

Segment Overview

The report forecasts market growth by revenue at global, regional & country levels and provides a market research and growth analysis of the latest market trends and growth opportunities from 2017 to 2027. 

  • Revenue Stream Outlook 
    • Sponsorships
    • Media rights
    • Advertising
    • Publisher fees
    • Merchandise and ticket sales
  • Genre Outlook 
    • MOBA
    • FPS
    • RTS
    • Others
  • Region Outlook 
    • North America
      • The U.S.
      • Canada
    • Europe
      • The U.K.
      • Germany
      • France
      • Rest of Europe
    • APAC
      • China
      • India
    • South America
      • Chile
      • Argentina
      • Brazil
    • Middle East & Africa
      • Saudi Arabia
      • South Africa
      • Rest of the Middle East & Africa

Market Analyst Overview

The market is experiencing exponential growth fueled by various factors that are reshaping the landscape of competitive gaming. One significant driver is the strategic involvement of game publisher fees and gaming industry leaders in fostering investment and infrastructure development. Dedicated programs and electronic sports college scholarships are encouraging high schools and colleges and universities to embrace Esports as a legitimate avenue for engagement activities and fan engagement.The rise of celebrities and influencers within the Esports ecosystem has expanded audience reach and attracted smartphone users and dedicated gaming platforms.

Moreover, this has led to a surge in consumer spending on high-tech gadgets and virtual reality products to enhance the gaming experience. However, the industry is not without challenges. Health concerns such as sedentary lifestyle, musculoskeletal injuries, and metabolic disorders are prompting discussions around addiction concerns and the need for Esports Integrity Coalition involvement. Technology improvements are driving real-time strategy games, fighting games, first-person shooter games, and multiplayer online battle arena games to new heights, with titles like Fortnite and Valorant leading the charge. Despite distraction concerns and poor posture associated with long gaming sessions, the revenue model of recurring revenue through microtransactions and ticket & merchandise sales is proving lucrative. As live streaming and video-on-demand services gain traction, revenue streaming opportunities and user interaction continue to shape the evolving landscape.

Market Scope

Report Coverage

Details

Page number

169

Base year

2022

Historic period

2017-2021

Forecast period

2023-2027

Growth momentum & CAGR

Accelerate at a CAGR of 21.81%

Market growth 2023-2027

USD 3.51 billion

Market structure

Fragmented

YoY growth 2022-2023(%)

20.28

Regional analysis

APAC, Europe, North America, South America, and Middle East and Africa

Performing market contribution

APAC at 43%

Key countries

US, Canada, China, Japan, and Germany

Competitive landscape

Leading companies, Market Positioning of companies, Competitive Strategies, and Industry Risks

Key companies profiled

Activision Blizzard Inc., Amazon.com Inc., Beyond the Summit, Caffeine, Electronic Arts Inc., Gfinity Plc, Harena Data Inc., Hi-Rez Studios Inc., Intergalactic Gaming Ltd., Kabam Games Inc., Modern Times Group MTG AB, Nintendo Co. Ltd., Riot Games Inc., Rovio Entertainment Corp., TaKeTV GmbH, Tencent Holdings Ltd., Valve Corp., Wargaming Group Ltd., Zynga Inc., and Starladder Ltd.

Market dynamics

Parent market analysis, Market forecasting, 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
  • Detailed information on factors that will drive the growth of the market between 2023 and 2027
  • Precise estimation of the size of the market size and its contribution to the parent market
  • Accurate predictions about upcoming trends and changes in consumer behavior
  • Growth of the market industry across APAC, Europe, North America, South America, and Middle East and Africa
  • Thorough market research report analysis of the market’s competitive landscape and detailed information about companies
  • Comprehensive market growth and forecasting analysis of factors that will challenge the growth of market companies

We can help! Our analysts can customize this report to meet your requirements. Get in touch

1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Global Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by Revenue Stream
    • Exhibit 06: Executive Summary – Chart on Market Segmentation by Genre
    • Exhibit 07: Executive Summary – Chart on Incremental Growth
    • Exhibit 08: Executive Summary – Data Table on Incremental Growth
    • Exhibit 09: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 10: Parent market
    • Exhibit 11: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 12: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 13: Market segments
  • 3.3 Market size 2023
    • 3.4 Market outlook: Forecast for 2023-2028
      • Exhibit 14: Chart on Global - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 15: Data Table on Global - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 16: Chart on Global Market: Year-over-year growth 2023-2028 (%)
      • Exhibit 17: Data Table on Global Market: Year-over-year growth 2023-2028 (%)

    4 Historic Market Size

    • 4.1 Global esports market 2018 - 2022
      • Exhibit 18: Historic Market Size – Data Table on global esports market 2018 - 2022 ($ billion)
    • 4.2 Revenue Stream Segment Analysis 2018 - 2022
      • Exhibit 19: Historic Market Size – Revenue Stream Segment 2018 - 2022 ($ billion)
    • 4.3 Genre Segment Analysis 2018 - 2022
      • Exhibit 20: Historic Market Size – Genre Segment 2018 - 2022 ($ billion)
    • 4.4 Geography Segment Analysis 2018 - 2022
      • Exhibit 21: Historic Market Size – Geography Segment 2018 - 2022 ($ billion)
    • 4.5 Country Segment Analysis 2018 - 2022
      • Exhibit 22: Historic Market Size – Country Segment 2018 - 2022 ($ billion)

    5 Five Forces Analysis

    • 5.1 Five forces summary
      • Exhibit 23: Five forces analysis - Comparison between 2023 and 2028
    • 5.2 Bargaining power of buyers
      • Exhibit 24: Chart on Bargaining power of buyers – Impact of key factors 2023 and 2028
    • 5.3 Bargaining power of suppliers
      • Exhibit 25: Bargaining power of suppliers – Impact of key factors in 2023 and 2028
    • 5.4 Threat of new entrants
      • Exhibit 26: Threat of new entrants – Impact of key factors in 2023 and 2028
    • 5.5 Threat of substitutes
      • Exhibit 27: Threat of substitutes – Impact of key factors in 2023 and 2028
    • 5.6 Threat of rivalry
      • Exhibit 28: Threat of rivalry – Impact of key factors in 2023 and 2028
    • 5.7 Market condition
      • Exhibit 29: Chart on Market condition - Five forces 2023 and 2028

    6 Market Segmentation by Revenue Stream

    • 6.1 Market segments
      • Exhibit 30: Chart on Revenue Stream - Market share 2023-2028 (%)
      • Exhibit 31: Data Table on Revenue Stream - Market share 2023-2028 (%)
    • 6.2 Comparison by Revenue Stream
      • Exhibit 32: Chart on Comparison by Revenue Stream
      • Exhibit 33: Data Table on Comparison by Revenue Stream
    • 6.3 Sponsorships - Market size and forecast 2023-2028
      • Exhibit 34: Chart on Sponsorships - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 35: Data Table on Sponsorships - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 36: Chart on Sponsorships - Year-over-year growth 2023-2028 (%)
      • Exhibit 37: Data Table on Sponsorships - Year-over-year growth 2023-2028 (%)
    • 6.4 Media rights - Market size and forecast 2023-2028
      • Exhibit 38: Chart on Media rights - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 39: Data Table on Media rights - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 40: Chart on Media rights - Year-over-year growth 2023-2028 (%)
      • Exhibit 41: Data Table on Media rights - Year-over-year growth 2023-2028 (%)
    • 6.5 Publisher fees - Market size and forecast 2023-2028
      • Exhibit 42: Chart on Publisher fees - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 43: Data Table on Publisher fees - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 44: Chart on Publisher fees - Year-over-year growth 2023-2028 (%)
      • Exhibit 45: Data Table on Publisher fees - Year-over-year growth 2023-2028 (%)
    • 6.6 Advertising - Market size and forecast 2023-2028
      • Exhibit 46: Chart on Advertising - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 47: Data Table on Advertising - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 48: Chart on Advertising - Year-over-year growth 2023-2028 (%)
      • Exhibit 49: Data Table on Advertising - Year-over-year growth 2023-2028 (%)
    • 6.7 Merchandise and ticket sales - Market size and forecast 2023-2028
      • Exhibit 50: Chart on Merchandise and ticket sales - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 51: Data Table on Merchandise and ticket sales - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 52: Chart on Merchandise and ticket sales - Year-over-year growth 2023-2028 (%)
      • Exhibit 53: Data Table on Merchandise and ticket sales - Year-over-year growth 2023-2028 (%)
    • 6.8 Market opportunity by Revenue Stream
      • Exhibit 54: Market opportunity by Revenue Stream ($ billion)
      • Exhibit 55: Data Table on Market opportunity by Revenue Stream ($ billion)

    7 Market Segmentation by Genre

    • 7.1 Market segments
      • Exhibit 56: Chart on Genre - Market share 2023-2028 (%)
      • Exhibit 57: Data Table on Genre - Market share 2023-2028 (%)
    • 7.2 Comparison by Genre
      • Exhibit 58: Chart on Comparison by Genre
      • Exhibit 59: Data Table on Comparison by Genre
    • 7.3 MOBA - Market size and forecast 2023-2028
      • Exhibit 60: Chart on MOBA - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 61: Data Table on MOBA - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 62: Chart on MOBA - Year-over-year growth 2023-2028 (%)
      • Exhibit 63: Data Table on MOBA - Year-over-year growth 2023-2028 (%)
    • 7.4 FPS - Market size and forecast 2023-2028
      • Exhibit 64: Chart on FPS - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 65: Data Table on FPS - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 66: Chart on FPS - Year-over-year growth 2023-2028 (%)
      • Exhibit 67: Data Table on FPS - Year-over-year growth 2023-2028 (%)
    • 7.5 RTS - Market size and forecast 2023-2028
      • Exhibit 68: Chart on RTS - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 69: Data Table on RTS - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 70: Chart on RTS - Year-over-year growth 2023-2028 (%)
      • Exhibit 71: Data Table on RTS - Year-over-year growth 2023-2028 (%)
    • 7.6 Others - Market size and forecast 2023-2028
      • Exhibit 72: Chart on Others - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 73: Data Table on Others - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 74: Chart on Others - Year-over-year growth 2023-2028 (%)
      • Exhibit 75: Data Table on Others - Year-over-year growth 2023-2028 (%)
    • 7.7 Market opportunity by Genre
      • Exhibit 76: Market opportunity by Genre ($ billion)
      • Exhibit 77: Data Table on Market opportunity by Genre ($ billion)

    8 Customer Landscape

    • 8.1 Customer landscape overview
      • Exhibit 78: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    9 Geographic Landscape

    • 9.1 Geographic segmentation
      • Exhibit 79: Chart on Market share by geography 2023-2028 (%)
      • Exhibit 80: Data Table on Market share by geography 2023-2028 (%)
    • 9.2 Geographic comparison
      • Exhibit 81: Chart on Geographic comparison
      • Exhibit 82: Data Table on Geographic comparison
    • 9.3 APAC - Market size and forecast 2023-2028
      • Exhibit 83: Chart on APAC - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 84: Data Table on APAC - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 85: Chart on APAC - Year-over-year growth 2023-2028 (%)
      • Exhibit 86: Data Table on APAC - Year-over-year growth 2023-2028 (%)
    • 9.4 Europe - Market size and forecast 2023-2028
      • Exhibit 87: Chart on Europe - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 88: Data Table on Europe - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 89: Chart on Europe - Year-over-year growth 2023-2028 (%)
      • Exhibit 90: Data Table on Europe - Year-over-year growth 2023-2028 (%)
    • 9.5 North America - Market size and forecast 2023-2028
      • Exhibit 91: Chart on North America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 92: Data Table on North America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 93: Chart on North America - Year-over-year growth 2023-2028 (%)
      • Exhibit 94: Data Table on North America - Year-over-year growth 2023-2028 (%)
    • 9.6 South America - Market size and forecast 2023-2028
      • Exhibit 95: Chart on South America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 96: Data Table on South America - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 97: Chart on South America - Year-over-year growth 2023-2028 (%)
      • Exhibit 98: Data Table on South America - Year-over-year growth 2023-2028 (%)
    • 9.7 Middle East and Africa - Market size and forecast 2023-2028
      • Exhibit 99: Chart on Middle East and Africa - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 100: Data Table on Middle East and Africa - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 101: Chart on Middle East and Africa - Year-over-year growth 2023-2028 (%)
      • Exhibit 102: Data Table on Middle East and Africa - Year-over-year growth 2023-2028 (%)
    • 9.8 US - Market size and forecast 2023-2028
      • Exhibit 103: Chart on US - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 104: Data Table on US - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 105: Chart on US - Year-over-year growth 2023-2028 (%)
      • Exhibit 106: Data Table on US - Year-over-year growth 2023-2028 (%)
    • 9.9 China - Market size and forecast 2023-2028
      • Exhibit 107: Chart on China - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 108: Data Table on China - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 109: Chart on China - Year-over-year growth 2023-2028 (%)
      • Exhibit 110: Data Table on China - Year-over-year growth 2023-2028 (%)
    • 9.10 Germany - Market size and forecast 2023-2028
      • Exhibit 111: Chart on Germany - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 112: Data Table on Germany - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 113: Chart on Germany - Year-over-year growth 2023-2028 (%)
      • Exhibit 114: Data Table on Germany - Year-over-year growth 2023-2028 (%)
    • 9.11 Japan - Market size and forecast 2023-2028
      • Exhibit 115: Chart on Japan - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 116: Data Table on Japan - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 117: Chart on Japan - Year-over-year growth 2023-2028 (%)
      • Exhibit 118: Data Table on Japan - Year-over-year growth 2023-2028 (%)
    • 9.12 Canada - Market size and forecast 2023-2028
      • Exhibit 119: Chart on Canada - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 120: Data Table on Canada - Market size and forecast 2023-2028 ($ billion)
      • Exhibit 121: Chart on Canada - Year-over-year growth 2023-2028 (%)
      • Exhibit 122: Data Table on Canada - Year-over-year growth 2023-2028 (%)
    • 9.13 Market opportunity by geography
      • Exhibit 123: Market opportunity by geography ($ billion)
      • Exhibit 124: Data Tables on Market opportunity by geography ($ billion)

    10 Drivers, Challenges, and Trends

    • 10.1 Market drivers
      • 10.2 Market challenges
        • 10.3 Impact of drivers and challenges
          • Exhibit 125: Impact of drivers and challenges in 2023 and 2028
        • 10.4 Market trends

          11 Vendor Landscape

          • 11.1 Overview
            • 11.2 Vendor landscape
              • Exhibit 126: Overview on Criticality of inputs and Factors of differentiation
            • 11.3 Landscape disruption
              • Exhibit 127: Overview on factors of disruption
            • 11.4 Industry risks
              • Exhibit 128: Impact of key risks on business

            12 Vendor Analysis

            • 12.1 Vendors covered
              • Exhibit 129: Vendors covered
            • 12.2 Market positioning of vendors
              • Exhibit 130: Matrix on vendor position and classification
            • 12.3 Activision Blizzard Inc.
              • Exhibit 131: Activision Blizzard Inc. - Overview
              • Exhibit 132: Activision Blizzard Inc. - Business segments
              • Exhibit 133: Activision Blizzard Inc. - Key news
              • Exhibit 134: Activision Blizzard Inc. - Key offerings
              • Exhibit 135: Activision Blizzard Inc. - Segment focus
            • 12.4 Amazon.com Inc.
              • Exhibit 136: Amazon.com Inc. - Overview
              • Exhibit 137: Amazon.com Inc. - Business segments
              • Exhibit 138: Amazon.com Inc. - Key news
              • Exhibit 139: Amazon.com Inc. - Key offerings
              • Exhibit 140: Amazon.com Inc. - Segment focus
            • 12.5 Beyond the Summit
              • Exhibit 141: Beyond the Summit - Overview
              • Exhibit 142: Beyond the Summit - Product / Service
              • Exhibit 143: Beyond the Summit - Key offerings
            • 12.6 Caffeine
              • Exhibit 144: Caffeine - Overview
              • Exhibit 145: Caffeine - Product / Service
              • Exhibit 146: Caffeine - Key offerings
            • 12.7 Electronic Arts Inc.
              • Exhibit 147: Electronic Arts Inc. - Overview
              • Exhibit 148: Electronic Arts Inc. - Product / Service
              • Exhibit 149: Electronic Arts Inc. - Key offerings
            • 12.8 Gfinity Plc
              • Exhibit 150: Gfinity Plc - Overview
              • Exhibit 151: Gfinity Plc - Product / Service
              • Exhibit 152: Gfinity Plc - Key offerings
            • 12.9 Hi-Rez Studios Inc.
              • Exhibit 153: Hi-Rez Studios Inc. - Overview
              • Exhibit 154: Hi-Rez Studios Inc. - Product / Service
              • Exhibit 155: Hi-Rez Studios Inc. - Key offerings
            • 12.10 Intergalactic Gaming Ltd.
              • Exhibit 156: Intergalactic Gaming Ltd. - Overview
              • Exhibit 157: Intergalactic Gaming Ltd. - Product / Service
              • Exhibit 158: Intergalactic Gaming Ltd. - Key offerings
            • 12.11 Kabam Games Inc.
              • Exhibit 159: Kabam Games Inc. - Overview
              • Exhibit 160: Kabam Games Inc. - Product / Service
              • Exhibit 161: Kabam Games Inc. - Key offerings
            • 12.12 Modern Times Group MTG AB
              • Exhibit 162: Modern Times Group MTG AB - Overview
              • Exhibit 163: Modern Times Group MTG AB - Business segments
              • Exhibit 164: Modern Times Group MTG AB - Key offerings
              • Exhibit 165: Modern Times Group MTG AB - Segment focus
            • 12.13 Nintendo Co. Ltd.
              • Exhibit 166: Nintendo Co. Ltd. - Overview
              • Exhibit 167: Nintendo Co. Ltd. - Product / Service
              • Exhibit 168: Nintendo Co. Ltd. - Key offerings
            • 12.14 Riot Games Inc.
              • Exhibit 169: Riot Games Inc. - Overview
              • Exhibit 170: Riot Games Inc. - Product / Service
              • Exhibit 171: Riot Games Inc. - Key offerings
            • 12.15 Rovio Entertainment Corp.
              • Exhibit 172: Rovio Entertainment Corp. - Overview
              • Exhibit 173: Rovio Entertainment Corp. - Business segments
              • Exhibit 174: Rovio Entertainment Corp. - Key offerings
              • Exhibit 175: Rovio Entertainment Corp. - Segment focus
            • 12.16 Take Two Interactive Software Inc.
              • Exhibit 176: Take Two Interactive Software Inc. - Overview
              • Exhibit 177: Take Two Interactive Software Inc. - Product / Service
              • Exhibit 178: Take Two Interactive Software Inc. - Key offerings
            • 12.17 Tencent Holdings Ltd.
              • Exhibit 179: Tencent Holdings Ltd. - Overview
              • Exhibit 180: Tencent Holdings Ltd. - Business segments
              • Exhibit 181: Tencent Holdings Ltd. - Key offerings
              • Exhibit 182: Tencent Holdings Ltd. - Segment focus

            13 Appendix

            • 13.1 Scope of the report
              • 13.2 Inclusions and exclusions checklist
                • Exhibit 183: Inclusions checklist
                • Exhibit 184: Exclusions checklist
              • 13.3 Currency conversion rates for US$
                • Exhibit 185: Currency conversion rates for US$
              • 13.4 Research methodology
                • Exhibit 186: Research methodology
                • Exhibit 187: Validation techniques employed for market sizing
                • Exhibit 188: Information sources
              • 13.5 List of abbreviations
                • Exhibit 189: 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.

              INFORMATION 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

              DATA 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

              REPORT 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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              esports market market

              Key Questions Answered

              • 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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