Esports Market by Game Genre, Revenue Stream, and Geography - Forecast and Analysis 2021-2025

  • Published: Jul 2021
  • Pages: 120
  • SKU: IRTNTR43348
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The E-sports market has the potential to grow by USD 2.05 billion during 2021-2025, and the market’s growth momentum will decelerate at a CAGR of 18.22%.

This E-sports 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 segmentation 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 E-sports 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 E-sports Market Size be in 2021?

Esports-Market-Market-Size-2020-2025

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E-sports Market: Key Drivers and Trends

Based on our research output, there has been a positive impact on the market growth during and post COVID-19 era. The branding through E-sports is notably driving the E-sports market growth, although factors such as growing cost of game development may impede market growth. To unlock information on the key market drivers and the COVID-19 pandemic impact on the E-sports market industry get your FREE report sample now.

This E-sports market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. Get detailed insights on the trends and challenges, which will help companies evaluate and develop growth strategies.

Who are the Major E-sports Market Vendors?

The report analyzes the 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.

 

The E-sports market is fragmented and the vendors are deploying growth strategies such as launching new and more innovative games to compete in the market. Click here to uncover other successful business strategies deployed by the vendors. 

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.

Download a free sample of the E-sports market forecast report for insights on complete key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies. 

Which are the Key Regions for Esports Market?

Esports-Market-Market-Share-by-Region-2020-2025

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43% of the market’s growth will originate from APAC during the forecast period. China and Japan are the key markets for E-sports market in APAC. Market growth in this region will be faster than the growth of the market in other regions.

The rising adoption of online gaming will facilitate the E-sports market growth in APAC over the forecast period. To garner further competitive intelligence and regional opportunities in store for vendors, view our sample report.

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

Esports-Market-Market-Share-by-Game Genre-2020-2025

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The E-sports market share growth by the MOBA segment will be significant during the forecast period. MOBA is a game in which teams of individual players control characters and then compete against another team of individual players. Smite, Heroes of the Storm, and League of Legends are popular MOBA games in the global E-sports market. This segment accounted for approximately 55% of the global Esports market share in 2020. The new launch and regular updates coupled with in-game buying features is expected to further drive the growth of the E-sports market during 2021-2025.

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

 

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What are the Key Factors Covered in this E-sports Market Report?

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will drive E-sports market growth during the next five years
  • Precise estimation of the E-sports market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the E-sports market industry across 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 E-sports market vendors

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Esports Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Decelerate at a CAGR of 18%

Market growth 2021-2025

$ 2.05 billion

Market structure

Fragmented

YoY growth (%)

22.12

Regional analysis

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

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 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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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
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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
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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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The esports market growth will increase by $1406.20 million during 2019-2024.
The esports market is expected to grow at a CAGR of 18.30% during 2019-2024.
Technavio has segmented the esports market by other1 (MOBA, FPS, RTS, and Others) and geographic (North America, APAC, Europe, South America, and MEA).
Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity Plc, Harena Data Inc., 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 esports market.
North America will register the highest growth rate of 38.25% among the other regions. Therefore, the esports market in North America is expected to garner significant business opportunities for the vendors during the forecast period.
  • US
  • China
  • Germany
  • Japan
  • UK
The key factors driving the esports market growth are:
  • Branding through esports
The esports market vendors should focus on grabbing business opportunities from the moba segment as it accounted for the largest market share in the base year.
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