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Pulished Date August, 2021
ID: 10041
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Global Esports Market - Segmentation by Revenue Streams (Media Rights, Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), Media Rights (Subscription & Online Advertisement) and Region - Industry Analysis, Size, Share, Growth, Trends and Forecast 2021 - 2026

Pulished: August, 2021
ID: 10041
Pages: 150

Global Esports Market Size & Growth Analysis (2020 – 2025)

The global esports market size was valued at $ 1.41 billion in 2020 and is determined to grow at a compound annual growth rate (CAGR) of 24.4% over the outlook period from 2020 to 2025.

Electronic sports or esports are a group of sports played online through video games. Each team or individual participates in several popular online games, and sponsors compete for greater participation from the global audience. The global eSports market is the scene of intense competitions that increasingly take place in front of a live audience to build loyalty and measure audience loyalty.

Globally, the demand for video games and online games has increased dramatically. People all over the world are now very interested in eSports and investing their time and money in it. These factors have significantly accelerated the global esports market. The increased awareness of esports is also playing an important role in the dynamism of the global eSports market. In addition, large-scale investments in esports are also expected to boost this market.

Recent Developments:

  • October 2019: Electronic Arts Inc., in association with the International Federation of Associative Football (FIFA), announced the launch of the EA SPORTS FIFA 20 Global Series on the road to the FIFA World Cup. The EA SPORTS FIFA 20 Global Series has continued to grow as more than 20 of the world's top soccer leagues host local events. And expect millions of attendees from over 60 countries around the world.
  • December 2018: Electronic Sports League (ESL) and Intel Corporation have teamed up to advance the esports ecosystem by introducing the latest technology, tournaments and events around the world, particularly in the Asia-Pacific region. Additionally, Intel is reportedly investing more than $ 100 million to raise the profile of esports globally by providing high-powered computer processors.

Impact of Covid-19 on Esports Market:

As the COVID-19 pandemic has forced billions of people around the world to spend more time at home, the entertainment industry has caught their attention, with live concerts, opera performances, museum tours and more again.

The impact on the video game industry can be even greater as many take advantages of the hobby or increase the time they play. According to Verizon, global video game internet traffic has grown 75% since restrictions were imposed in the United States in the first quarter of 2020. Historically, the eSports market has grown nearly 18% in the world in the last 5 years.

Market Growth and Trends:

Advertising will be the biggest source of eSports revenue

  • Advertising includes revenue generated from advertisements targeting esports viewers, including advertisements displayed during live broadcasts on online platforms, on video-on-demand content of esports or sports matches, esports TV.
  • As the audience grows on online platforms like Twitch and YouTube, advertising is expected to generate more revenue over the forecast period. Twitch and YouTube led the overall business with 1.13 million active streamers and 432,000 active streamers in each quarter, respectively, in 2018. Therefore, with the growing number of streamers, relevant advertising content is expected to increase, which in turn will help generate income for the industry.
  • Additionally, the Overwatch League Grand Final, which took place on September 29, 2019, saw a 16% increase in viewership over last year, resulting in an AMA (Average Minutes Audience) of 1.12 million worldwide. Therefore, to keep track of Overwatch League and Call of Duty League audiences, Activision Blizzard partnered with Nielsen in April 2018 to track Overwatch League and Call of Duty League audiences. This partnership aimed to accurately measure the audience for these events, helping Activision Blizzard to establish precise advertising and investment partnerships.

Therefore, all the above-mentioned factors will contribute to the advertising segment to generate revenue for the global eSports market over the forecast period.

Market Drivers and Restraints:

Associations such as the World Esports Association (WESA), the Esports Integrity Coalition work with stakeholders in esports business to secure the integrity related to competition and investigate different kinds of cheating, including manipulation in any match. Hence, it would have a positive outlook in the market and should complement the market growth. In addition to offering sports programs, academic institutions also offer scholarships to players to stimulate growth.

Lack of supporting infrastructure and lack of sports awareness are some of the factors hampering the growth of the market during the forecast period. The tournament's limited infrastructure and small number of organizations limited market growth.

Market segmentation:

The global esports market can be classified based on revenue streams and regional analysis. In terms of revenue stream, the market is segmented into Tickets and Merchandise, Media Rights, Sponsorships and Direct Ads, and Publisher Fees. The media rights segment is further divided into online announcements and subscriptions.

Regional Analysis:

The key region covered in the global esports market is Europe, Asia Pacific, Latin America, North America, Middle East and Africa. Asia-Pacific is expected to retain a higher market share during the forecast period. This region has almost a third of participation in the global esports market in recent years. Asia Pacific is a promising area for the expansion of the gaming industry because of ease of entry. Additionally, the growing competition in esports in the region has made it the most lucrative regional market. Investors from western regions are investing heavily in this region on the esports market. China is expected to hold a significant market share in the eSports market due to the popularity of eSports among young people and the government support to support the market growth. For instance, Hangzhou, a Chinese city plans to build 14 esports facilities by 2022. Additionally, Hangzhou will host the Asian Games in 2022, where esports is expected to be an official medal event. With its investments, China should hold a significant market share.

Key Market Players:

Some of the key players mentioned in the global esports market report are Nintendo, Tencent, Turner Broadcasting System, Activision Blizzard, Modern Times Group, and Valve Corporation. Major players could invest in various business development strategies to increase their geographic reach and gain a firm position in the worldwide market.

1. Introduction                                 

                1.1 Market Definition                    

                1.2 Scope of the report                

                1.3 Study Assumptions                 

                1.4 Base Currency, Base Year and Forecast Periods                          

2. Research Methodology                                           

                2.1 Analysis Design                         

                2.2 Research Phases                      

                                2.2.1 Secondary Research           

                                2.2.2 Primary Research 

                                2.2.3 Data Modelling      

                                2.2.4 Expert Validation  

                2.3 Study Timeline                          

3. Report Overview                                        

                3.1 Executive Summary                

                3.2 Key Inferencees                       

4. Market Dynamics                                       

                4.1 Impact Analysis                         

                                4.1.1 Drivers      

                                4.1.2 Restaints  

                                4.1.3 Opportunities        

                4.2 Regulatory Environment                       

                4.3 Technology Timeline & Recent Trends                            

5. Competitor Benchmarking Analysis                                    

                5.1 Key Player Benchmarking                     

                                5.1.1 Market share analysis        

                                5.1.2 Products/Service  

                                5.1.3 Regional Presence               

                5.2 Mergers & Acquistion Landscape                      

                5.3 Joint Ventures & Collaborations                        

6. Market Segmentation                                              

                6.1 Esports Market, By Revenue Stream                               

                                6.1.1 Media Rights          

                                6.1.2 Tickets and Merchandise  

                                6.1.3 Sponsorship & Direct Advertisement          

                                6.1.4 Publisher Fees       

                                6.1.5 Market Size Estimations & Forecasts (2019-2024)   

                                6.1.6 Y-o-Y Growth Rate Analysis             

                                6.1.7 Market Attractiveness Index          

                6.2 Esports Market, By Media Rights                      

                                6.2.1 Subscription           

                                6.2.2 Online Advertisement       

                                6.2.3 Market Size Estimations & Forecasts (2019-2024)   

                                6.2.4 Y-o-Y Growth Rate Analysis             

                                6.2.5 Market Attractiveness Index          

7. Geographical Landscape                                         

                7.1 Global Identity Governance and Administration Market, by Region                  

                7.2 North America - Market Analysis (2018 - 2024)                            

                                7.2.1 By Country              



                                7.2.2 By Revenue Stream            

                                7.2.3 By Media Rights    

                7.3 Europe                         

                                7.3.1 By Country              






                                       Rest of Europe

                                7.3.2 By Revenue Stream            

                                7.3.3 By Media Rights    

                7.4 Asia Pacific                  

                                7.4.1 By Country              




                                       South Korea

                                       South East Asia

                                       Australia & NZ

                                       Rest of Asia-Pacific

                                7.4.2 By Revenue Stream            

                                7.4.3 By Media Rights    

                7.5 Latin America                             

                                7.5.1 By Country              




                                       Rest of Latin America

                                7.5.2 By Revenue Stream            

                                7.5.3 By Media Rights    

                7.6 Middle East and Africa                           

                                7.6.1 By Country              

                                       Middle East


                                7.6.2 By Revenue Stream            

                                7.6.3 By Media Rights    

8. Key Player Analysis                                    

                8.1 Nintendo                     

                                8.1.1 Business Description           

                                8.1.2 Products/Service  

                                8.1.3 Financials 

                                8.1.4 SWOT Analysis       

                                8.1.5 Recent Developments       

                                8.1.6 Analyst Overview 

                8.2 Tencent                       

                8.3 Turner Broadcasting System                               

                8.4 Activision Blizzard                    

                8.5 Modern Times Group                            

                8.6 Valve Corporation                   

9. Market Outlook & Investment Opportunities                                


                List of Tables                     

                List of Figures                   

  • Global, regional and country-level analysis and forecasts of the study market; providing Insights on the major countries/regions in which this industry is blooming and to also identify the regions that are still untapped
  • Segment-level analysis in terms of Revenue Stream, Media Rights along with market size forecasts and estimations to detect key areas of industry growth in detail
  • Identification of key drivers, restraints, opportunities, and challenges (DROC) in the market and their impact on shifting market dynamics
  • Study of the effect of exogenous and endogenous factors that affect the global market; which includes broadly demographic, economics, and political, among other macro-environmental factors presented in an extensive PESTLE Analysis
  • Study the microenvironment factors that determine the overall profitability of an Industry, using Porter’s five forces analysis for analysing the level of competition and business strategy development
  • A comprehensive list of key market players along with their product portfolio, current strategic interests, key financial information, legal issues, SWOT analysis and analyst overview to study and sustain the market environment
  • Competitive landscape analysis listing out the mergers, acquisitions, collaborations in the field along with new product launches, comparative financial studies and recent developments in the market by the major companies
  • An executive summary, abridging the entire report in such a way that decision-making personnel can rapidly become acquainted with background information, concise analysis and main conclusions
  • Expertly devised analyst overview along with Investment opportunities to provide both individuals and organizations a strong financial foothold in the market
  1. Global Esports Market By Region, From 2020-2025 ( USD Billion )
  2. Global Esports Market By Revenue Stream, From 2020-2025 ( USD Billion )
  3. Global Media Rights Market By Region, From 2020-2025 ( USD Billion )
  4. Global Tickets and Merchandise Market By Region, From 2020-2025 ( USD Billion )
  5. Global Sponsorship & Direct Advertisement Market By Region, From 2020-2025 ( USD Billion )
  6. Global Publisher Fees Market By Region, From 2020-2025 ( USD Billion )
  7. Global Esports Market By Media Rights, From 2020-2025 ( USD Billion )
  8. Global Subscription Market By Region, From 2020-2025 ( USD Billion )
  9. Global Online Advertisement Market By Region, From 2020-2025 ( USD Billion )

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