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Global eSports Market – Industry Trends and Forecast to 2030

  • Semiconductors and Electronics
  • Upcoming Report
  • Oct 2023
  • Global
  • 350 Pages
  • No of Tables: 60
  • No of Figures: 220

Global eSports Market, By Revenue Streams (Media Rights, Tickets and Merchandise, Sponsorships and Direct Advertisements and Publisher Fees), Games (Multiplayer Online Battle Arena (MOBA), Player Vs. Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS), Salons and Spas), E-Platform (PC-Based eSports, Consoles-Based eSports and Mobile and Tablets) – Industry Trends and Forecast to 2030.

eSports Market

eSports Market Analysis and Size

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.

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. This indicates the market value. “Media Rights” dominates the type segment of the global eSports market due to their sports and fitness segment is expected to dominate the market as due to continuous increasing adoption of wearable electronic devices for sports and fitness in the order to enhanced sports, fitness, and well-being by monitoring physiological conditions of wearers. In addition to the insights on market scenarios such as market value, growth rate, segmentation, geographical coverage, and major players, the market reports curated by the Data Bridge Market Research also include in-depth expert analysis, geographically represented company-wise production and capacity, network layouts of distributors and partners, detailed and updated price trend analysis and deficit analysis of supply chain and demand.

 eSports Market Scope and Segmentation

Report Metric

Details

Forecast Period

2023 to 2030

Base Year

2022

Historic Years

2021 (Customisable to 2015-2020)

Quantitative Units

Revenue in USD Million, Volumes in Units, Pricing in USD

Segments Covered

Revenue Streams (Media Rights, Tickets and Merchandise, Sponsorships and Direct Advertisements and Publisher Fees), Games (Multiplayer Online Battle Arena (MOBA), Player Vs. Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS), Salons and Spas), E-Platform (PC-Based eSports, Consoles-Based eSports and Mobile and Tablets)

Countries Covered

U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa

Market Players Covered

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.)

Market Opportunities

  • Advanced Sensor Technology
  • Internet of Things (IoT) Integration
  • Wireless and Portable Solutions:

Market Definition

eSports or IVR refers to a technology which allows humans to interact with an automated telephone system. Apparently, it receives a combination of telephone input and keypad selection tone to basically provide appropriate responses to inquiries in the form of voice, email, fax, call back, and other contact methods. The major purpose of eSports is to interact with callers, collect information and direct the incoming calls to the appropriate recipients.

Global eSports Market Dynamics

Drivers

  • Technological Advancements of eSports

Advancements in technology have significantly impacted the smart payment market. This includes innovations in encryption, tokenization, and secure authentication methods, which enhance the security of digital transactions. Additionally, the development of blockchain and distributed ledger technology has opened up possibilities for more secure and transparent transactions, with cryptocurrencies like Bitcoin and Ethereum becoming viable payment options.

  • Changing Consumer Preferences

Consumers increasingly favor convenient and secure payment methods. The shift from traditional cash and card payments to digital wallets and contactless payment methods is driven by the desire for faster, more efficient transactions. This is particularly evident in younger generations who are more tech-savvy and comfortable with mobile payments

Opportunities

  • Microfinance and Digital Banking

Offering microfinance services and digital banking solutions tailored to underserved populations can help bridge the financial inclusion gap. This includes mobile-based banking and microloans.

  • Integration of Internet of Things (IoT)

Additionally, the integration of internet of things (IoT) with eSports also further offer numerous growth opportunities within the market. Real-time location data are being produced as a result of the internet of things (IoT) platforms' increasing use in business operations to provide customers with highly relevant and location-specific services. Additionally, the combination of eSports and internet of things (IoT) devices gives users access to accurate data for geospatial data analysis. For instance, geographical data can be used to monitor an IoT-enabled valve from any location in the world

Restraint/Challenge

  • High Cost

The pricey geographic information system will further derail the overall market’s growth. The eSports is expensive because in addition to the technology and software, it is necessary to have a properly qualified human workforce. Specialized knowledge is needed to comprehend and interpret the information gathered by an eSports system, which is expensive to hire and train. This factor will therefore obstruct market growth over the forecast period 2023-2030.

This global eSports market,  report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the global eSports market, Contact Data Bridge Market Research for an analyst brief, our team will help you take an informed market decision to achieve market growth.

Impact and Current Market Scenario of Raw Material Shortage and Shipping Delays

Data Bridge Market Research offers a high-level analysis of the market and delivers information by keeping in account the impact and current market environment of raw material shortage and shipping delays. This translates into assessing strategic possibilities, creating effective action plans, and assisting businesses in making important decisions.

Apart from the standard report, we also offer in-depth analysis of the procurement level from forecasted shipping delays, distributor mapping by region, commodity analysis, production analysis, price mapping trends, sourcing, category performance analysis, supply chain risk management solutions, advanced benchmarking, and other services for procurement and strategic support.

Expected Impact of Economic Slowdown on the Pricing and Availability of Products

When economic activity slows, industries begin to suffer. The forecasted effects of the economic downturn on the pricing and accessibility of the products are taken into account in the market insight reports and intelligence services provided by DBMR. With this, our clients can typically keep one step ahead of their competitors, project their sales and revenue, and estimate their profit and loss expenditures.

Recent Development

  • In March 2023, U.S. based Syracuse university announced that it will soon offer a new degree course dedicated to electronic sports. Though this program, the university aims to offer new excellence for upcoming tools and trends

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

Global eSports Market Regional Analysis/Insights

The global eSports market is segmented on the basis of revenue streams, games, and E-platforms as referenced above.

The countries covered in global eSports market report are U.S., Canada and Mexico in North America, Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, Rest of Europe in Europe, China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, Israel, Egypt, South Africa, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), Brazil, Argentina and Rest of South America as part of South America.

North America dominates the global eSports market because of the high rate of adoption of eSports technology within the region over the forecast period of 2023-2030. Moreover, the increased research and development proficiencies to improve the technology is further estimated to accelerate the expansion over the forecast period 2023-2030.

Asia-Pacific is expected to witness significant growth during the forecast period of 2023-2030 due to rapid urbanization and construction of smart cities within the region. The increasing awareness about the eSports technology is a significant contributor to the regional market expansion.

The country section of the report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.

Competitive Landscape and Global eSports Market Share Analysis

The global eSports market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, North America presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, and application dominance. The above data points provided are only related to the companies' focus related to global eSports market.

Some of the major players operating in the global 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.)


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Research Methodology:

Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.

The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.

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Data Bridge Market Research is a leader in advanced formative research. We take pride in servicing our existing and new customers with data and analysis that match and suits their goal. The report can be customized to include price trend analysis of target brands understanding the market for additional countries (ask for the list of countries), clinical trial results data, literature review, refurbished market and product base analysis. Market analysis of target competitors can be analyzed from technology-based analysis to market portfolio strategies. We can add as many competitors that you require data about in the format and data style you are looking for. Our team of analysts can also provide you data in crude raw excel files pivot tables (Fact book) or can assist you in creating presentations from the data sets available in the report.

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FREQUENTLY ASK QUESTIONS

The eSports market size will be worth USD 67,500 million by 2030.
The growth rate of the eSports market is 11.90% in the forecast period by 2030.
Technological advancements in esports & changing consumer preferences are the growth drivers of the eSports market.
Revenue streams, games, and E-platforms are the factors on which the eSports market research is based.
Major companies 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.)
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