Global Electronic Sports eSports
Market Report
2024
As per Cognitive Market Research's latest published report, the Global eSports market size was $1.42 Billion in 2022 and it is forecasted to reach $4.47 Billion by 2030. eSports Industry's Compound Annual Growth Rate will be 17.8% from 2023 to 2030.
The base year for the calculation is 2023 and 2019 to 2023 will be historical period. The year 2024 will be estimated one while the forecasted data will be from year 2025 to 2031. When we deliver the report that time we updated report data till the purchase date.
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As per Cognitive Market Research's latest published report, the Global eSports market size was $1.42 Billion in 2022 and it is forecasted to reach $4.47 Billion by 2030. eSports Industry's Compound Annual Growth Rate will be 17.8% from 2023 to 2030.
Base Year | 2023 |
Historical Data Time Period | 2019-2023 |
Forecast Period | 2024-2031 |
Global Electronic Sports eSports Market Sales Revenue 2022 | $ 1.42 Billion |
Global Electronic Sports eSports Market Sales Revenue 2030 | $ 4.47 Billion |
Global Electronic Sports eSports Market Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 17.8% |
Market Split by Streaming Type |
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Market Split by Application |
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Market Split by Device Type |
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Market Split by Revenue Stream |
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List of Competitors |
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Regional Analysis |
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Country Analysis |
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Key Qualitative Information Covered |
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Electronic Sports eSports Market is Segmented as below. Particular segment of your interest can be provided without any additional cost. Download the Sample Pages!
Over the last few years, there is a rapid increase in smart device adoption and internet penetration. Smart devices offer flexibility to customers on a smartphone, laptop, desktop, or tablet. With these devices, users are simply able to access several eSports through apps and websites.
According to a study, the number of unique mobile internet users in 2020 was 4.28 billion, and more than 90% of the worldwide internet population has access to the internet through a mobile device. Until March 2021, the internet penetration rate in Asia was at 62%, 88% in Europe, and 90% in North America.
As technology advances, various organizations are releasing numerous electronic sports that can play online. This enables several people to entertain themselves as well as to earn money. In this app or website, users can play a wide range of games, including cricket, hockey, football, basketball, and kabaddi. This promotes market expansion.
As online gaming and associated activities gain traction, eSports market is expected to see a considerable increase in income. The popularity of these games has surged with the introduction of various applications and websites. People are attracting towards eSports attributed to various reasons. The primary reason for this is that players can win real money. Some players even make a full-time career by joining competitions. Similarly, key players are participating in a variety of measures to increase player numbers.
As a result, the growing adoption of smart devices coupled with rising internet connectivity drives the growth of eSports market.
There are several cybersecurity dangers associated with internet gaming. This is because online gaming has achieved a global reputation, produced large quantities of money, and drawn the interest of hackers. Cybercrime has expanded to the point that it is costly for both gamers and organizations in the gaming sector. This is impeding market expansion.
The most common example of these cybersecurity concerns is data breaches. These can be caused by a variety of circumstances, such as credential-stealing malware, an insider who purposefully or unintentionally reveals users' data, or misplaced laptops or other devices. Since online gaming platforms collect a lot of personal information from their users, players' accounts are frequently targeted by hackers. The accounts of gamers will contain private information like their location, media participation, and so on.
Furthermore, while playing eSports, gamers may download applications while doing things like joining leagues, scouting players, or engaging in various activities, in addition to going online to do research. The risk arises if consumers download fake software that contains malware, install ads on their devices, or steal data. Thus, cybersecurity dangers associated with eSports may hamper the growth of market.
Cloud gaming trend is rising dramatically. The high demand for cloud gaming is due to its high speed that players are looking for, along with high-end technology. Various giant players are partnering with each other to launch new services that promise impressive speeds. This also allows users to spend less money on upgrades to their devices to stay up to date and they can directly do it from remote server.
Advent of COVID-19 pandemic has accelerated the industry for eSports. Shut-down of sports events and gyms causes exponential growth for electronic sports industry. People were looking for alternative forms of entertainment due to various restrictions imposed by Government on traveling and public events. This has further stimulated adoption of eSports across the globe.
Besides, some of the big corporate sponsors were unable to advertise themselves on various public events. Hence, they started spending on huge ad spends in eSports. During the pandemic, eSports market has experienced a shift where more and more people open up a web browser to watch streaming content, rather than sitting in front of a television.
Unlike traditional sports, which took longer to adjust to quarantine, the e-sports business did so rapidly. They didn't hold any of their events in person, rather they went only online. They switched from sponsorship of arena advertisements to streaming advertiser income.
eSports, also referred as electronic sports are the organized form of competitive video gaming. Teams are involved to compete with each other for a specific cash prize amount. Rising awareness regarding electronic sports accounts for accelerating the growth of eSports market. Nowadays, with expanding knowledge, disposable cash, and increased use of smart devices, the demand for eSports is rising exponentially across the globe.
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January 2022
Swedish gaming group Modern Times Group MTG AB has announced sell of esports company ESL Gaming to Savvy Gaming Group in an all-cash deal worth $1.05 billion.
February 2023
Generation Esports and Nintendo have announced about their partnership in order to introduce a handful of Nintendo games into the Middle School Esports League Spring Major.
February 2023
Both the companies have agreed to a ten-year cooperation in order to deliver Xbox PC games to the NVIDIA GeForce NOWTM cloud gaming service, which has more than 25 million subscribers worldwide. Using GeForce NOW, gamers will be able to stream Xbox PC games to PCs, Mac computers, Chromebooks, cell phones, and other devices.
March 2023
EFG, which is an independent esports event organizer conglomerate has acquired Vindex to support and expand its operations. Vindex specializes in data, technology and infrastructure solutions for esports events, making it a prime acquisition target for EFG.
Top Companies Market Share in Electronic Sports eSports Industry: (In no particular order of Rank)
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APAC region has highly adopted electronic sports, and it has thrived during the pandemic. This is attributed to the huge demand for eSports in countries like, China, Vietnam, Singapore, among others. In some parts of Asia, platforms, such as YouTube Gaming, Facebook Gaming, Twitch, and Garena Live have emerged as popular choices among the population.
Moreover, China has largest gaming population in the world which contributes to the dominance of APAC region in eSports market. Gaming population of China widely uses Douyu TV for viewing or participating in esports. Along with this platform, people in China uses Huya, and NetEase for eSports.
The current report Scope analyzes Electronic Sports eSports Market on 5 major region Split (In case you wish to acquire a specific region edition (more granular data) or any country Edition data then please write us on info@cognitivemarketresearch.com
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Global Electronic Sports eSports Market Report 2024 Edition talks about crucial market insights with the help of segments and sub-segments analysis. In this section, we reveal an in-depth analysis of the key factors influencing Electronic Sports eSports Industry growth. Electronic Sports eSports market has been segmented with the help of its Streaming Type, Application Device Type, and others. Electronic Sports eSports market analysis helps to understand key industry segments, and their global, regional, and country-level insights. Furthermore, this analysis also provides information pertaining to segments that are going to be most lucrative in the near future and their expected growth rate and future market opportunities. The report also provides detailed insights into factors responsible for the positive or negative growth of each industry segment.
Live eSports streaming type accounts major share in the market attributed to the increase in number of internet users across the globe. It influences live video streaming. Moreover, it involves more engagement of fans which accelerates the growth of market. High penetration of technologies, such as 4G and 5G services energies demand for live streaming type of eSports.
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In terms of device type, smart phone segment is set to generate highest revenue in year 2022 with a market share of 41.2% and it is expected to dominate the market during the forecast period. This is because of the increasing number of people having smart phones. Number of smart phone users are surging year after year. It has been projected that; the number will be somewhere at 6.8 billion in year 2023.
However, laptop/ tablet/ desktop segment is projected to grow at a faster rate in coming years owing to the rising laptop ownership around the world. Further, laptops offer high-end hardware in comparison to other devices, like smart phones which allows more impactful experience to the users.
On the basis of revenue streaming, sponsorship segment held major share in the market with a revenue market share 37.5% in year 2022. Sponsorships allow various brands to reach directly to large target audience. For instance, Coca-Cola has used Fortnite island to launch the limited-edition gaming-inspired flavor Zero Sugar Byte in April 2022.
Research associate at Cognitive Market Research
Swasti Dharmadhikari, an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
Swasti an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
In her current role, Swasti manages research for service and software category, leading initiatives to uncover market opportunities and enhance competitive positioning. Her strong analytical skills and ability to provide clear, impactful findings have been crucial to her team’s success. With an expertise in market research analysis, She is adept at dissecting complex problems, extracting meaningful insights, and translating them into actionable recommendations, Swasti remains an invaluable asset in the dynamic landscape of market research.
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The Global Electronic Sports eSports Market is witnessing significant growth in the near future.
In 2023, the On-demand segment accounted for noticeable share of global Electronic Sports eSports Market and is projected to experience significant growth in the near future.
The Platform segment is expected to expand at the significant CAGR retaining position throughout the forecast period.
Some of the key companies Modern Times Group, Activision Blizzard Inc. and others are focusing on its strategy building model to strengthen its product portfolio and expand its business in the global market.
Please note, we have not disclose, all the sources consulted/referred during a market study due to confidentiality and paid service concern. However, rest assured that upon purchasing the service or paid report version, we will release the comprehensive list of sources along with the complete report and we also provide the data support where you can intract with the team of analysts who worked on the report.
Disclaimer:
Streaming Type | On-demand, Live |
Application | Platform, Service |
Device Type | Smartphone, Smart TV, Desktop -laptop-tablets, Gaming console |
Revenue Stream | Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, Tickets and Merchandise |
List of Competitors | Modern Times Group, Nintendo, Activision Blizzard Inc., NVIDIA Corporation, Electronic Arts, FACEIT, CJ Corporation, Kabam, Gameloft SE, Gfinity, Intel Corporation, Tencent Holding Limited, Valve Corporation, Others |
This chapter will help you gain GLOBAL Market Analysis of Electronic Sports eSports. Further deep in this chapter, you will be able to review Global Electronic Sports eSports Market Split by various segments and Geographical Split.
Chapter 1 Global Market Analysis
Global Market has been segmented on the basis 5 major regions such as North America, Europe, Asia-Pacific, Middle East & Africa, and Latin America.
You can purchase only the Executive Summary of Global Market (2019 vs 2024 vs 2031)
Global Market Dynamics, Trends, Drivers, Restraints, Opportunities, Only Pointers will be deliverable
Chapter 2 North America Market Analysis
Chapter 3 Europe Market Analysis
Chapter 4 Asia Pacific Market Analysis
Chapter 5 South America Market Analysis
Chapter 6 Middle East and Africa Market Analysis
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Chapter 7 Top 10 Countries Analysis (Only Available with Corporate User License)
Competitor's Market Share and Revenue (Subject to Data Availability for Private Players)
Chapter 8 Competitor Analysis (Subject to Data Availability (Private Players))
(Subject to Data Availability (Private Players))
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Chapter 9 Qualitative Analysis (Subject to Data Availability)
Segmentation Streaming Type Analysis 2019 -2031, will provide market size split by Streaming Type. This Information is provided at Global Level, Regional Level and Top Countries Level The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 10 Market Split by Streaming Type Analysis 2019 -2031
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Chapter 11 Market Split by Application Analysis 2019 -2031
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Chapter 12 Market Split by Device Type Analysis 2019 -2031
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Chapter 13 Market Split by Revenue Stream Analysis 2019 -2031
This chapter helps you understand the Key Takeaways and Analyst Point of View of the global Electronic Sports eSports market
Chapter 14 Research Findings
Here the analyst will summarize the content of entire report and will share his view point on the current industry scenario and how the market is expected to perform in the near future. The points shared by the analyst are based on his/her detailed in-depth understanding of the market during the course of this report study. You will be provided exclusive rights to interact with the concerned analyst for unlimited time pre purchase as well as post purchase of the report.
Why On-demand have a significant impact on Electronic Sports eSports market? |
What are the key factors affecting the On-demand and Live of Electronic Sports eSports Market? |
What is the CAGR/Growth Rate of Platform during the forecast period? |
By type, which segment accounted for largest share of the global Electronic Sports eSports Market? |
Which region is expected to dominate the global Electronic Sports eSports Market within the forecast period? |
Segmentation Level Customization |
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Region level Data Customization |
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Country level Data Customization |
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Company Level |
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Additional Data Analysis |
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Additional Qualitative Data |
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Additional Quantitative Data |
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