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Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity

Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity

Bonafide Trust 28-06-2022 200 Pages Figures : 92 Tables : 113
Region : Global Category : Consumer Goods & Services Services

Global e-sports market is expected to grow by 18.8% annually in the forecast period and reach $7,302.3 million by 2030 owing to the rising need for remote sports and virtual games amid the COVID-19 pandemic. In 2020, the market experienced a total investment of USD 2 billion, a rise of 116% compared to 2019, according to a research company. The investments in the esports market are expected to increase during the forecasted period owing to the increasing number of franchise-style leagues and rising audience. Investors' growing interest is likely to result in the market's steady growth in the estimated period. The increasing mobile usage in emerging countries, rising awareness regarding esports, and increasing popularity of video games are expected to fuel the market growth during the forecast period. Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers. The increasing investments from commercial partners and substantial audience growth have resulted in revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Moreover, the growing partnerships, acquisitions, and mergers have projected strong growth in the esports market. By streaming esports and gaming, streaming services like Twitch have drawn viewers. A wide audience has been interested in the esports competitions, which have enthralled athletes and celebrities. Esports and gaming also make it simple to capture the interest of enthusiastic young viewers who are difficult to reach through conventional media means. Many corporations have made investments in esports events in the form of sponsorships and advertising due to their capacity to capture the interest of the youthful and enthusiastic audience. With the centralization of an Esports team, growing popularity, and the introduction of a more franchise-style league, investors' interest has increased. During the projected period, market growth is anticipated to be fuelled by businesses' growing interest in using esports teams to connect with potential customers.

Covid-19 Impact on E-sport 
The esports service market include the ability for users to host online competitions for a variety of games. People who are confined to their homes and unable to go outdoors to play in playgrounds have switched their attention more and more toward the E-sport competition, which supports the global demand for Esport. Moreover, the need for Esport solutions has grown as a result of digital transformation in online gaming. However, due to the limited availability of auxiliary equipment such joy pads, gaming setups, console sensors, and screens during lockdown, the deployment of Esport is slightly hampered. Additionally, the expansion of Esport is anticipated to accelerate in the post-lockdown environment as demand for interactive virtual and online

Highlighted with 92 tables and 113 figures, this 200-page report “Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity” is based on comprehensive research of the entire global e-sports market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies during 2016-2020 and provides trends from 2020 till 2030 with 2020 as the base year.

(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:
  • Market Structure 
  • Growth Drivers 
  • Restraints and Challenges
  • Emerging Product Trends & Market Opportunities
  • Porter’s Fiver Forces

The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global e-sports market in every aspect of the classification from perspectives of Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region. 

By Game Type
 
    •    Multiplayer Online Battle Arena (MOBA)
    •    Player vs. Player (PvP)
    •    First Person Shooters (FPS)
    •    Real Time Strategy (RTS)
    •    Massive Multiplayer Online Games (MMOG)
    •    Other Game Types

By Revenue Source
    •    Game Publisher Fee
    •    Merchandize & Tickets
    •    Advertisement
    •    Sponsorships
        • IT Industry
        • Consumer Electronics
        • Drink & Beverage
        • Financial Institutes & Banks
        • Retail Industry
        • Others
    •    Media Rights
        •    Subscriptions
        •    Online Advertisements
    • Other Revenue Sources

By Device 
    •    PCs
    •    Consoles
    •    Laptops & Tablets
    •    Smartphones
    •    Other Device

By Streaming Platform
    •    YouTube
    •     Twitch
    •     Hayu
    •  DouYu
    •     Other Streaming Platforms

By Audience Type 
    •    Regular Viewers
    •    Occasional Viewers

By Viewer Gender
    •    Male Viewers
    •    Female Viewers

By Age Group
    •    <18 Year Old Viewers
    •    19-25 Year Old Viewers
    •    26-35 Year Old Viewers
    •    >35 Year Old Viewers

By Geography 
    •    APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
    •    Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
    •    North America (U.S., Canada, and Mexico)
    •    South America (Brazil, Chile, Argentina, Rest of South America)
    •    Rest Of world  (Egypt, UAE, South Africa)

For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of all regional markets by country and split of key national markets by Game Type, Revenue Source, and Device over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global e-sports market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players (this may not be a complete list and extra companies can be added upon request): 
Activision Blizzard Inc., Cloud9, Counter Logic Gaming, EA Sports, Echo Fox Fnatic, Electronic Arts Inc., Envy Gaming, Epic Games Inc., G2 Esports, Gfinity Plc, Hi-Rez Studios, Immortals, Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Team Liquid, Team SoloMid, Tencent Holdings Ltd., Valve Corporation 

(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

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