Esports Market
Esports Market - Global Industry Assessment & Forecast
Segments Covered
- By Application Platform, Service
- By Streaming Type On-Demand, Live
- By Device Type Smart Phone, Smart TV, Desktop/ Laptop/ Tablets, Gaming Console
- By Revenue Stream Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, Tickets & Merchandise
- By Region North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Snapshot
Base Year: | 2022 |
Forecast Years: | 2023 - 2030 |
Historical Years: | 2017 - 2021 |
Revenue 2022: | USD 1.7 Billion |
Revenue 2030: | USD 11.94 Billion |
Revenue CAGR (2023 - 2030): | 27.6% |
Fastest Growing Region (2023 - 2030) | Asia Pacific |
Largest Region (2022): | North America |
Customization Offered
- Cross-segment Market Size and Analysis for Mentioned Segments
- Additional Company Profiles (Upto 5 With No Cost)
- Additional Countries (Apart From Mentioned Countries)
- Country/Region-specific Report
- Go To Market Strategy
- Region Specific Market Dynamics
- Region Level Market Share
- Import Export Analysis
- Production Analysis
- Others Request Customization Speak To Analyst
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Executive Dashboard
- Strategic Imperatives
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Premium Insights
- Top 3 Trends to Watch
- Demand and Supply Trends
- Top 3 Strategies Followed by Major Players
- Top 3 Predictions by Vantage Market Research
- Top Investment Pockets
- Insights from Primary Respondents
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Global Esports Market - Segment Analysis
- Overview
- Global Esports Market, 2016 - 2028 (USD Million)
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Global Esports Market - by Application
- By Platform
- By Service
-
Global Esports Market - by Streaming Type
- By On-Demand
- By Live
-
Global Esports Market - by Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
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Global Esports Market - by Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
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Global Esports Market - by region
- North America
- Europe
- Asia Pacific
- Latin America
- Middle East & Africa
- Market comparative analysis
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North America Esports Market - Segment Analysis
- Overview
- North America Esports Market, 2016 - 2028 (USD Million)
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North America Esports Market, by Application
- By Platform
- By Service
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North America Esports Market, by Streaming Type
- By On-Demand
- By Live
-
North America Esports Market, by Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
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North America Esports Market, by Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
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North America Esports Market, by Country
- U.S.
- U.S. Esports Market, By Application
- By Platform
- By Service
- U.S. Esports Market, By Streaming Type
- By On-Demand
- By Live
- U.S. Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- U.S. Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- U.S. Esports Market, By Application
- Canada
- Canada Esports Market, By Application
- By Platform
- By Service
- Canada Esports Market, By Streaming Type
- By On-Demand
- By Live
- Canada Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Canada Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Canada Esports Market, By Application
- Mexico
- Mexico Esports Market, By Application
- By Platform
- By Service
- Mexico Esports Market, By Streaming Type
- By On-Demand
- By Live
- Mexico Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Mexico Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Mexico Esports Market, By Application
- U.S.
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Europe Esports Market - Segment Analysis
- Overview
- Europe Esports Market, 2016 - 2028 (USD Million)
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Europe Esports Market, by Application
- By Platform
- By Service
-
Europe Esports Market, by Streaming Type
- By On-Demand
- By Live
-
Europe Esports Market, by Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
-
Europe Esports Market, by Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
-
Europe Esports Market, by Country
- Germany
- Germany Esports Market, By Application
- By Platform
- By Service
- Germany Esports Market, By Streaming Type
- By On-Demand
- By Live
- Germany Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Germany Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Germany Esports Market, By Application
- UK
- UK Market, By Application
- By Platform
- By Service
- UK Market, By Streaming Type
- By On-Demand
- By Live
- UK Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- UK Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- UK Market, By Application
- France
- France Esports Market, By Application
- By Platform
- By Service
- France Esports Market, By Streaming Type
- By On-Demand
- By Live
- France Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- France Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- France Esports Market, By Application
- Spain
- Spain Esports Market, By Application
- By Platform
- By Service
- Spain Esports Market, By Streaming Type
- By On-Demand
- By Live
- Spain Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Spain Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Spain Esports Market, By Application
- Italy
- Italy Esports Market, By Application
- By Platform
- By Service
- Italy Esports Market, By Streaming Type
- By On-Demand
- By Live
- Italy Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Italy Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Italy Esports Market, By Application
- BENELUX
- BENELUX Esports Market, By Application
- By Platform
- By Service
- BENELUX Esports Market, By Streaming Type
- By On-Demand
- By Live
- BENELUX Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- BENELUX Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- BENELUX Esports Market, By Application
- Rest of Europe
- Rest Of Europe Esports Market, By Application
- By Platform
- By Service
- Rest Of Europe Esports Market, By Streaming Type
- By On-Demand
- By Live
- Rest Of Europe Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Rest Of Europe Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Rest Of Europe Esports Market, By Application
- Germany
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Asia Pacific Esports Market - Segment Analysis
- Overview
- Asia Pacific Esports Market, 2016 - 2028 (USD Million)
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Asia Pacific Esports Market, by Application
- By Platform
- By Service
-
Asia Pacific Esports Market, by Streaming Type
- By On-Demand
- By Live
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Asia Pacific Esports Market, by Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
-
Asia Pacific Esports Market, by Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
-
Asia Pacific Esports Market, by Country
- China
- China Esports Market, By Application
- By Platform
- By Service
- China Esports Market, By Streaming Type
- By On-Demand
- By Live
- China Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- China Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- China Esports Market, By Application
- Japan
- Japan Esports Market, By Application
- By Platform
- By Service
- Japan Esports Market, By Streaming Type
- By On-Demand
- By Live
- Japan Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Japan Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Japan Esports Market, By Application
- India
- India Esports Market, By Application
- By Platform
- By Service
- India Esports Market, By Streaming Type
- By On-Demand
- By Live
- India Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- India Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- India Esports Market, By Application
- South Korea
- South Korea Esports Market, By Application
- By Platform
- By Service
- South Korea Esports Market, By Streaming Type
- By On-Demand
- By Live
- South Korea Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- South Korea Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- South Korea Esports Market, By Application
- South East Asia
- South East Asia Esports Market, By Application
- By Platform
- By Service
- South East Asia Esports Market, By Streaming Type
- By On-Demand
- By Live
- South East Asia Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- South East Asia Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- South East Asia Esports Market, By Application
- Rest of Asia Pacific
- Rest of Asia Pacific Esports Market, By Application
- By Platform
- By Service
- Rest of Asia Pacific Esports Market, By Streaming Type
- By On-Demand
- By Live
- Rest of Asia Pacific Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Rest of Asia Pacific Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Rest of Asia Pacific Esports Market, By Application
- China
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Latin America Esports Market - Segment Analysis
- Overview
- Latin America Esports Market, 2016 - 2028 (USD Million)
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Latin America Esports Market, by Application
- By Platform
- By Service
-
Latin America Esports Market, by Streaming Type
- By On-Demand
- By Live
-
Latin America Esports Market, by Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
-
Latin America Esports Market, by Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
-
Latin America Esports Market, by Country
- Brazil
- Brazil Esports Market, By Application
- By Platform
- By Service
- Brazil Esports Market, By Streaming Type
- By On-Demand
- By Live
- Brazil Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Brazil Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Brazil Esports Market, By Application
- Argentina
- Argentina Esports Market, By Application
- By Platform
- By Service
- Argentina Esports Market, By Streaming Type
- By On-Demand
- By Live
- Argentina Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Argentina Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Argentina Esports Market, By Application
- Rest of Latin America
- Rest of Latin America Esports Market, By Application
- By Platform
- By Service
- Rest of Latin America Esports Market, By Streaming Type
- By On-Demand
- By Live
- Rest of Latin America Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Rest of Latin America Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Rest of Latin America Esports Market, By Application
- Brazil
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Middle East & Africa Esports Market - Segment Analysis
- Overview
- Middle East & Africa Esports Market, 2016 - 2028 (USD Million)
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Middle East & Africa Esports Market, by Application
- By Platform
- By Service
-
Middle East & Africa Esports Market, by Streaming Type
- By On-Demand
- By Live
-
Middle East & Africa Esports Market, by Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
-
Middle East & Africa Esports Market, by Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
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Middle East & Africa Esports Market, by Country
- GCC Countries
- GCC Countries Esports Market, By Application
- By Platform
- By Service
- GCC Countries Esports Market, By Streaming Type
- By On-Demand
- By Live
- GCC Countries Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- GCC Countries Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- GCC Countries Esports Market, By Application
- South Africa
- South Africa Esports Market, By Application
- By Platform
- By Service
- South Africa Esports Market, By Streaming Type
- By On-Demand
- By Live
- South Africa Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- South Africa Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- South Africa Esports Market, By Application
- Rest of Middle East & Africa
- Rest of Middle East & Africa Esports Market, By Application
- By Platform
- By Service
- Rest of Middle East & Africa Esports Market, By Streaming Type
- By On-Demand
- By Live
- Rest of Middle East & Africa Esports Market, By Device Type
- By Smart Phone
- By Smart TV
- By Desktop/ Laptop/ Tablets
- By Gaming Console
- Rest of Middle East & Africa Esports Market, By Revenue Stream
- By Media Rights
- By Game Publisher Fee
- By Sponsorship
- By Digital Advertisement
- By Tickets & Merchandise
- Rest of Middle East & Africa Esports Market, By Application
- GCC Countries
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Key Market Dynamics
- Introduction
- Market Drivers
- Market Restraints
- Market Opportunities
- Porter's Five Forces Analysis
- PEST Analysis
- Regulatory Landscape
- Technology Landscape
- Regional Market Trends
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COVID 19 Impact Analysis
- Key strategies undertaken by companies to tackle COVID-19
- Short term dynamics
- Long term dynamics
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Marketing Stratagy Analysis
- Marketing Channel
- Direct Marketing
- Indirect Marketing
- Marketing Channel Development Trends
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Competative Landscape
- Competition Matrix - 2021
- Company Market Share Analysis - 2021
- Key Company Activities, 2018 - 2021
- Strategic Developments - Heat Map Analysis
- Company Offering Evaluation
- Company Regional Presence Evaluation
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Company Profiles
- Gameloft SE (France)
- Kabam (Canada)
- Nintendo (Japan)
- Gfinity (UK)
- CJ Corporation (South Korea)
- FACEIT (UK)
- Activision Blizzard Inc. (U.S.)
- Modern Times Group (Sweden)
- NVIDIA Corporation (U.S.)
- Electronic Arts (U.S.)
- Key Primary Respondents - VERBATIM
- Discussion Guide
- Customization Offered
- Annexure
- List of Figures
- List of Tables
- List of Abbreviations
FAQ
Frequently Asked Question
What is the global demand for Esports in terms of revenue?
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The global Esports valued at USD 1.7 Billion in 2022 and is expected to reach USD 11.94 Billion in 2030 growing at a CAGR of 27.6%.
Which are the prominent players in the market?
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The prominent players in the market are Gameloft SE (France), Kabam (Canada), Nintendo (Japan), Gfinity (UK), CJ Corporation (South Korea), FACEIT (UK), Activision Blizzard Inc. (U.S.), Modern Times Group (Sweden), NVIDIA Corporation (U.S.), Electronic Arts (U.S.).
At what CAGR is the market projected to grow within the forecast period?
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The market is project to grow at a CAGR of 27.6% between 2023 and 2030.
What are the driving factors fueling the growth of the market.
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The driving factors of the Esports include
- Rising Popularity of Video Games to Spur Market Growth
Which region accounted for the largest share in the market?
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North America was the leading regional segment of the Esports in 2022.