eSports Market: Industry Analysis Trends and Forecast By 2031
This eSports market report has been prepared by considering several fragments of the present and upcoming market scenario. The market insights gained through this market research analysis report facilitates more clear understanding of the market landscape, issues that may interrupt in the future, and ways to position definite brand excellently. It consists of most-detailed market segmentation, thorough analysis of major market players, trends in consumer and supply chain dynamics, and insights about new geographical markets. The market insights covered in eSports report simplifies managing marketing of goods and services effectively.
Data Bridge Market Research analyses that the global eSports market which was USD 11,450 million in 2022, is expected to reach USD 67,500 million by 2030, and is expected to undergo a CAGR of 16.50% during the forecast period 2023-2030.
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Market Overview:
The increase in popularity of video games across the globe acts as one of the major factors driving the growth of global eSports market. The rise in emergence of eSports as a professional career because of impressive international prize pools, one-to-one sponsorships, streaming revenues and increase in popularity of the gaming tournaments accelerate the market growth. The rise in the infrastructure for the league tournaments and increase in the live streaming of games further influence the market. Additionally, rapid industrialization, emergence of industry 4.0, rapid infrastructural developments, expansion of end use industry and formidable investments positively affect the global eSports market.
Some of the major players operating in the eSports market are Modern Times Group MTG AB (Sweden), Activision Blizzard Inc. (U.S.), Gfinity, PLC (U.K.), Turner Broadcasting System (U.S.), Valve Corporation (U.S.), Tencent (China), Electronic Arts, Inc. (U.S.), Hi-Rez Studios (U.S.), Nintendo (Japan), FACEIT (U.K.), CJ Corporation (South Korea), Kabam (U.S.), GungHo Online Entertainment (Japan), Riot Games Inc. (U.S.), Epic Games (U.S.), Alisports (China), King Digital Entertainment PLC (U.K.), Zynga Inc. (U.S.), Gamevil Inc. (South Korea), Cloud9 (U.S.), Team SoloMid (U.S.), Team Liquid (Netherlands), Echo Fox (U.S.), Fnatic (U.K.), Gen.G ESports (South Korea), 100 Thieves (U.S.), G2 ESports (Germany), Immortals (U.S.) among others.
Global eSports Market Scope
The global eSports market is segmented on the basis of revenue streams, games, and E-platforms. The growth amongst these segments will help you analyze meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.
Revenue Streams
Media Rights
Tickets and Merchandise
Sponsorships and Direct Advertisements
Publisher Fees
Games
Multiplayer Online Battle Arena (MOBA)
Player Vs. Player (PvP)
First Person Shooters (FPS)
Real Time Strategy (RTS)
Salons
Spas
E-Platform
PC-Based eSports
Consoles-Based eSports
Mobile and Tablets
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Table of Content:
Part 01: Executive Summary
Part 02: Scope of the Report
Part 03: Global eSports Market Landscape
Part 04: Global eSports Market Sizing
Part 05: Global eSports Market Segmentation By Product
Part 06: Five Forces Analysis
Part 07: Customer Landscape
Part 08: Geographic Landscape
Part 09: Decision Framework
Part 10: Drivers and Challenges
Part 11: Market Trends
Part 12: Vendor Landscape
Part 13: Vendor Analysis
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