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PUBLISHER: Allied Market Research | PRODUCT CODE: 1645726

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PUBLISHER: Allied Market Research | PRODUCT CODE: 1645726

Esports Market By Application, By Streaming type, By Device Type, By Revenue Stream : Global Opportunity Analysis and Industry Forecast, 2024-2033

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PAGES: 300 Pages
DELIVERY TIME: 2-3 business days
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The global esports market was valued at $1.3 billion in 2023 and is projected to reach $9.2 billion by 2033, growing at a CAGR of 21.2% from 2023 to 2033. Electronic sports, commonly known as eSports or eGames, involve organized competitive video gaming where teams compete in tournaments for cash prizes and other rewards. Similar to traditional sports, top-tier athletes vie for the top positions in their chosen games. Additionally, the growing number of mobile users has made it easier for players and viewers to engage with these games from virtually anywhere, eliminating the need to be tied to a desktop computer or a specific location to play or watch esports.

Esports Market - IMG1

The esports industry has witnessed impressive growth in recent years, fueled by several key factors such as the increasing popularity of online gaming, greater accessibility through mobile devices, and the rise of streaming platforms. The growth of live streaming platforms including Twitch and YouTube Gaming has significantly broadened the reach of esports, making it accessible to a global audience. Mobile gaming is also emerging as a major force, especially in regions such as Asia-Pacific, driven by the increasing penetration of smartphones. Another notable trend is the professionalization of esports, with rising investments from traditional sports teams, media companies, and major brands. Furthermore, advancements in virtual reality (VR) and augmented reality (AR) are introducing immersive gaming experiences, enhancing both player engagement and spectator interaction.

Rise in the number of live streaming platforms such as Twitch and YouTube gaming has expanded audience reach, making esports more accessible to a global audience. Mobile gaming is also becoming a dominant force, particularly in regions such as Asia-Pacific, due to increased smartphone penetration. Another significant trend is the professionalization of esports, with growing investments from traditional sports teams, media companies, and brands. In addition, advancements in virtual reality (VR) and augmented reality (AR) are creating new immersive gaming experiences, enhancing player engagement and spectator interaction.

For instance, in September 2024, Ant Esports launched an inauguration of their new manufacturing facility in Okhla Phase II, New Delhi. The first product to roll out of this state-of-the-art facility is the Value Series Power Supply (VS650L), a notable achievement under the Government of India's "Make in India" initiative.

However, data privacy and security concerns and regulatory and legal challenges are expected to hamper the global market growth. Furthermore, growing sponsorship and investment strategies are expected to provide numerous opportunities for the growth of the esports market.

Segment Review:

The esports industry is segmented on the basis of application, streaming type, device type, revenue stream, and region. By application, it is bifurcated into platform and service. By streaming type, it is divided into live and on demand. By device type, it is categorized into smart phone, smart TV, desktop-laptop-tablets, gaming console. By revenue stream, it is classified into media rights, game publisher fee, sponsorship, digital advertisement, tickets, and merchandise. Region-wise, it is analysed across North America, Europe, Asia-Pacific, and LAMEA.

Key Findings:

By application, the platform segment accounted for the largest market share in 2023.

By streaming type, the on demand segment accounted for the largest market share in 2023.

By device type, the smart phone segment accounted for the largest market share in 2023.

By revenue stream, the sponsorship segment accounted for the largest market share in 2023.

Region-wise, North America generated the highest revenue in 2023.

Competitive Landscape:

Competitive analysis and profiles of the major players in the esports market include Tencent, Activision Blizzard, Inc., Modern Times Group, NVIDIA Corporation, Electronic Arts, Gameloft SE, FACEIT, CJ Corporation, Kabam, and Gfinity. These major players have adopted various key development strategies such as business expansion, new product launches, and partnerships, which help to drive the growth of the esports market globally.

Additional benefits you will get with this purchase are:

  • Quarterly Update and* (only available with a corporate license, on listed price)
  • 5 additional Company Profile of client Choice pre- or Post-purchase, as a free update.
  • Free Upcoming Version on the Purchase of Five and Enterprise User License.
  • 16 analyst hours of support* (post-purchase, if you find additional data requirements upon review of the report, you may receive support amounting to 16 analyst hours to solve questions, and post-sale queries)
  • 15% Free Customization* (in case the scope or segment of the report does not match your requirements, 15% is equivalent to 3 working days of free work, applicable once)
  • Free data Pack on the Five and Enterprise User License. (Excel version of the report)
  • Free Updated report if the report is 6-12 months old or older.
  • 24-hour priority response*
  • Free Industry updates and white papers.

Possible Customization with this report (with additional cost and timeline, please talk to the sales executive to know more)

  • End user preferences and pain points
  • Industry life cycle assessment, by region
  • Product Benchmarking / Product specification and applications
  • Product Life Cycles
  • Senario Analysis & Growth Trend Comparision
  • Technology Trend Analysis
  • Go To Market Strategy
  • Market share analysis of players by products/segments
  • New Product Development/ Product Matrix of Key Players
  • Pain Point Analysis
  • Regulatory Guidelines
  • Strategic Recommedations
  • Additional company profiles with specific to client's interest
  • Additional country or region analysis- market size and forecast
  • Brands Share Analysis
  • Criss-cross segment analysis- market size and forecast
  • Expanded list for Company Profiles
  • Historic market data
  • Market share analysis of players at global/region/country level
  • SWOT Analysis

Key Market Segments

By Revenue Stream

  • Media rights
  • Game publisher fee
  • Sponsorship
  • Digital advertisement
  • Tickets and merchandise

By Application

  • Platform
  • Service

By Streaming type

  • On demand
  • Live

By Device Type

  • Smart phone
  • Smart TV
  • Desktop -laptop-tablets
  • Gaming console

By Region

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Rest of Europe
  • LAMEA
    • Latin America
    • Middle East
    • Africa

Key Market Players:

    • CJ Corporation
    • Kabam Inc.
    • Modern Times Group
    • Gameloft SE
    • Gfinity
    • Activision Blizzard, Inc.
    • Electronic Arts
    • FACEIT
    • FACEIT Ltd.
    • NVIDIA Corporation
    • Nintendo Co. Ltd.
Product Code: A14210

TABLE OF CONTENTS

CHAPTER 1: INTRODUCTION

  • 1.1. Report description
  • 1.2. Key market segments
  • 1.3. Key benefits to the stakeholders
  • 1.4. Research methodology
    • 1.4.1. Primary research
    • 1.4.2. Secondary research
    • 1.4.3. Analyst tools and models

CHAPTER 2: EXECUTIVE SUMMARY

  • 2.1. CXO perspective

CHAPTER 3: MARKET OVERVIEW

  • 3.1. Market definition and scope
  • 3.2. Key findings
    • 3.2.1. Top impacting factors
    • 3.2.2. Top investment pockets
  • 3.3. Porter's five forces analysis
  • 3.4. Market dynamics
    • 3.4.1. Drivers
    • 3.4.2. Restraints
    • 3.4.3. Opportunities

CHAPTER 4: ESPORTS MARKET, BY APPLICATION

  • 4.1. Overview
    • 4.1.1. Market size and forecast
  • 4.2. Platform
    • 4.2.1. Key market trends, growth factors and opportunities
    • 4.2.2. Market size and forecast, by region
    • 4.2.3. Market share analysis by country
  • 4.3. Service
    • 4.3.1. Key market trends, growth factors and opportunities
    • 4.3.2. Market size and forecast, by region
    • 4.3.3. Market share analysis by country

CHAPTER 5: ESPORTS MARKET, BY STREAMING TYPE

  • 5.1. Overview
    • 5.1.1. Market size and forecast
  • 5.2. On demand
    • 5.2.1. Key market trends, growth factors and opportunities
    • 5.2.2. Market size and forecast, by region
    • 5.2.3. Market share analysis by country
  • 5.3. Live
    • 5.3.1. Key market trends, growth factors and opportunities
    • 5.3.2. Market size and forecast, by region
    • 5.3.3. Market share analysis by country

CHAPTER 6: ESPORTS MARKET, BY DEVICE TYPE

  • 6.1. Overview
    • 6.1.1. Market size and forecast
  • 6.2. Smart phone
    • 6.2.1. Key market trends, growth factors and opportunities
    • 6.2.2. Market size and forecast, by region
    • 6.2.3. Market share analysis by country
  • 6.3. Smart TV
    • 6.3.1. Key market trends, growth factors and opportunities
    • 6.3.2. Market size and forecast, by region
    • 6.3.3. Market share analysis by country
  • 6.4. Desktop -laptop-tablets
    • 6.4.1. Key market trends, growth factors and opportunities
    • 6.4.2. Market size and forecast, by region
    • 6.4.3. Market share analysis by country
  • 6.5. Gaming console
    • 6.5.1. Key market trends, growth factors and opportunities
    • 6.5.2. Market size and forecast, by region
    • 6.5.3. Market share analysis by country

CHAPTER 7: ESPORTS MARKET, BY REVENUE STREAM

  • 7.1. Overview
    • 7.1.1. Market size and forecast
  • 7.2. Media rights
    • 7.2.1. Key market trends, growth factors and opportunities
    • 7.2.2. Market size and forecast, by region
    • 7.2.3. Market share analysis by country
  • 7.3. Game publisher fee
    • 7.3.1. Key market trends, growth factors and opportunities
    • 7.3.2. Market size and forecast, by region
    • 7.3.3. Market share analysis by country
  • 7.4. Sponsorship
    • 7.4.1. Key market trends, growth factors and opportunities
    • 7.4.2. Market size and forecast, by region
    • 7.4.3. Market share analysis by country
  • 7.5. Digital advertisement
    • 7.5.1. Key market trends, growth factors and opportunities
    • 7.5.2. Market size and forecast, by region
    • 7.5.3. Market share analysis by country
  • 7.6. Tickets and merchandise
    • 7.6.1. Key market trends, growth factors and opportunities
    • 7.6.2. Market size and forecast, by region
    • 7.6.3. Market share analysis by country

CHAPTER 8: ESPORTS MARKET, BY REGION

  • 8.1. Overview
    • 8.1.1. Market size and forecast By Region
  • 8.2. North America
    • 8.2.1. Key market trends, growth factors and opportunities
    • 8.2.2. Market size and forecast, by Application
    • 8.2.3. Market size and forecast, by Streaming type
    • 8.2.4. Market size and forecast, by Device Type
    • 8.2.5. Market size and forecast, by Revenue Stream
    • 8.2.6. Market size and forecast, by country
      • 8.2.6.1. U.S.
      • 8.2.6.1.1. Market size and forecast, by Application
      • 8.2.6.1.2. Market size and forecast, by Streaming type
      • 8.2.6.1.3. Market size and forecast, by Device Type
      • 8.2.6.1.4. Market size and forecast, by Revenue Stream
      • 8.2.6.2. Canada
      • 8.2.6.2.1. Market size and forecast, by Application
      • 8.2.6.2.2. Market size and forecast, by Streaming type
      • 8.2.6.2.3. Market size and forecast, by Device Type
      • 8.2.6.2.4. Market size and forecast, by Revenue Stream
  • 8.3. Europe
    • 8.3.1. Key market trends, growth factors and opportunities
    • 8.3.2. Market size and forecast, by Application
    • 8.3.3. Market size and forecast, by Streaming type
    • 8.3.4. Market size and forecast, by Device Type
    • 8.3.5. Market size and forecast, by Revenue Stream
    • 8.3.6. Market size and forecast, by country
      • 8.3.6.1. UK
      • 8.3.6.1.1. Market size and forecast, by Application
      • 8.3.6.1.2. Market size and forecast, by Streaming type
      • 8.3.6.1.3. Market size and forecast, by Device Type
      • 8.3.6.1.4. Market size and forecast, by Revenue Stream
      • 8.3.6.2. Germany
      • 8.3.6.2.1. Market size and forecast, by Application
      • 8.3.6.2.2. Market size and forecast, by Streaming type
      • 8.3.6.2.3. Market size and forecast, by Device Type
      • 8.3.6.2.4. Market size and forecast, by Revenue Stream
      • 8.3.6.3. France
      • 8.3.6.3.1. Market size and forecast, by Application
      • 8.3.6.3.2. Market size and forecast, by Streaming type
      • 8.3.6.3.3. Market size and forecast, by Device Type
      • 8.3.6.3.4. Market size and forecast, by Revenue Stream
      • 8.3.6.4. Italy
      • 8.3.6.4.1. Market size and forecast, by Application
      • 8.3.6.4.2. Market size and forecast, by Streaming type
      • 8.3.6.4.3. Market size and forecast, by Device Type
      • 8.3.6.4.4. Market size and forecast, by Revenue Stream
      • 8.3.6.5. Spain
      • 8.3.6.5.1. Market size and forecast, by Application
      • 8.3.6.5.2. Market size and forecast, by Streaming type
      • 8.3.6.5.3. Market size and forecast, by Device Type
      • 8.3.6.5.4. Market size and forecast, by Revenue Stream
      • 8.3.6.6. Rest of Europe
      • 8.3.6.6.1. Market size and forecast, by Application
      • 8.3.6.6.2. Market size and forecast, by Streaming type
      • 8.3.6.6.3. Market size and forecast, by Device Type
      • 8.3.6.6.4. Market size and forecast, by Revenue Stream
  • 8.4. Asia-Pacific
    • 8.4.1. Key market trends, growth factors and opportunities
    • 8.4.2. Market size and forecast, by Application
    • 8.4.3. Market size and forecast, by Streaming type
    • 8.4.4. Market size and forecast, by Device Type
    • 8.4.5. Market size and forecast, by Revenue Stream
    • 8.4.6. Market size and forecast, by country
      • 8.4.6.1. China
      • 8.4.6.1.1. Market size and forecast, by Application
      • 8.4.6.1.2. Market size and forecast, by Streaming type
      • 8.4.6.1.3. Market size and forecast, by Device Type
      • 8.4.6.1.4. Market size and forecast, by Revenue Stream
      • 8.4.6.2. Japan
      • 8.4.6.2.1. Market size and forecast, by Application
      • 8.4.6.2.2. Market size and forecast, by Streaming type
      • 8.4.6.2.3. Market size and forecast, by Device Type
      • 8.4.6.2.4. Market size and forecast, by Revenue Stream
      • 8.4.6.3. India
      • 8.4.6.3.1. Market size and forecast, by Application
      • 8.4.6.3.2. Market size and forecast, by Streaming type
      • 8.4.6.3.3. Market size and forecast, by Device Type
      • 8.4.6.3.4. Market size and forecast, by Revenue Stream
      • 8.4.6.4. Australia
      • 8.4.6.4.1. Market size and forecast, by Application
      • 8.4.6.4.2. Market size and forecast, by Streaming type
      • 8.4.6.4.3. Market size and forecast, by Device Type
      • 8.4.6.4.4. Market size and forecast, by Revenue Stream
      • 8.4.6.5. South Korea
      • 8.4.6.5.1. Market size and forecast, by Application
      • 8.4.6.5.2. Market size and forecast, by Streaming type
      • 8.4.6.5.3. Market size and forecast, by Device Type
      • 8.4.6.5.4. Market size and forecast, by Revenue Stream
      • 8.4.6.6. Rest of Europe
      • 8.4.6.6.1. Market size and forecast, by Application
      • 8.4.6.6.2. Market size and forecast, by Streaming type
      • 8.4.6.6.3. Market size and forecast, by Device Type
      • 8.4.6.6.4. Market size and forecast, by Revenue Stream
  • 8.5. LAMEA
    • 8.5.1. Key market trends, growth factors and opportunities
    • 8.5.2. Market size and forecast, by Application
    • 8.5.3. Market size and forecast, by Streaming type
    • 8.5.4. Market size and forecast, by Device Type
    • 8.5.5. Market size and forecast, by Revenue Stream
    • 8.5.6. Market size and forecast, by country
      • 8.5.6.1. Latin America
      • 8.5.6.1.1. Market size and forecast, by Application
      • 8.5.6.1.2. Market size and forecast, by Streaming type
      • 8.5.6.1.3. Market size and forecast, by Device Type
      • 8.5.6.1.4. Market size and forecast, by Revenue Stream
      • 8.5.6.2. Middle East
      • 8.5.6.2.1. Market size and forecast, by Application
      • 8.5.6.2.2. Market size and forecast, by Streaming type
      • 8.5.6.2.3. Market size and forecast, by Device Type
      • 8.5.6.2.4. Market size and forecast, by Revenue Stream
      • 8.5.6.3. Africa
      • 8.5.6.3.1. Market size and forecast, by Application
      • 8.5.6.3.2. Market size and forecast, by Streaming type
      • 8.5.6.3.3. Market size and forecast, by Device Type
      • 8.5.6.3.4. Market size and forecast, by Revenue Stream

CHAPTER 9: COMPETITIVE LANDSCAPE

  • 9.1. Introduction
  • 9.2. Top winning strategies
  • 9.3. Product mapping of top 10 player
  • 9.4. Competitive dashboard
  • 9.5. Competitive heatmap
  • 9.6. Top player positioning, 2023

CHAPTER 10: COMPANY PROFILES

  • 10.1. CJ Corporation
    • 10.1.1. Company overview
    • 10.1.2. Key executives
    • 10.1.3. Company snapshot
    • 10.1.4. Operating business segments
    • 10.1.5. Product portfolio
    • 10.1.6. Business performance
    • 10.1.7. Key strategic moves and developments
  • 10.2. Kabam Inc.
    • 10.2.1. Company overview
    • 10.2.2. Key executives
    • 10.2.3. Company snapshot
    • 10.2.4. Operating business segments
    • 10.2.5. Product portfolio
    • 10.2.6. Business performance
    • 10.2.7. Key strategic moves and developments
  • 10.3. Modern Times Group
    • 10.3.1. Company overview
    • 10.3.2. Key executives
    • 10.3.3. Company snapshot
    • 10.3.4. Operating business segments
    • 10.3.5. Product portfolio
    • 10.3.6. Business performance
    • 10.3.7. Key strategic moves and developments
  • 10.4. Gameloft SE
    • 10.4.1. Company overview
    • 10.4.2. Key executives
    • 10.4.3. Company snapshot
    • 10.4.4. Operating business segments
    • 10.4.5. Product portfolio
    • 10.4.6. Business performance
    • 10.4.7. Key strategic moves and developments
  • 10.5. Gfinity
    • 10.5.1. Company overview
    • 10.5.2. Key executives
    • 10.5.3. Company snapshot
    • 10.5.4. Operating business segments
    • 10.5.5. Product portfolio
    • 10.5.6. Business performance
    • 10.5.7. Key strategic moves and developments
  • 10.6. Activision Blizzard, Inc.
    • 10.6.1. Company overview
    • 10.6.2. Key executives
    • 10.6.3. Company snapshot
    • 10.6.4. Operating business segments
    • 10.6.5. Product portfolio
    • 10.6.6. Business performance
    • 10.6.7. Key strategic moves and developments
  • 10.7. Electronic Arts
    • 10.7.1. Company overview
    • 10.7.2. Key executives
    • 10.7.3. Company snapshot
    • 10.7.4. Operating business segments
    • 10.7.5. Product portfolio
    • 10.7.6. Business performance
    • 10.7.7. Key strategic moves and developments
  • 10.8. FACEIT
    • 10.8.1. Company overview
    • 10.8.2. Key executives
    • 10.8.3. Company snapshot
    • 10.8.4. Operating business segments
    • 10.8.5. Product portfolio
    • 10.8.6. Business performance
    • 10.8.7. Key strategic moves and developments
  • 10.9. FACEIT Ltd.
    • 10.9.1. Company overview
    • 10.9.2. Key executives
    • 10.9.3. Company snapshot
    • 10.9.4. Operating business segments
    • 10.9.5. Product portfolio
    • 10.9.6. Business performance
    • 10.9.7. Key strategic moves and developments
  • 10.10. NVIDIA Corporation
    • 10.10.1. Company overview
    • 10.10.2. Key executives
    • 10.10.3. Company snapshot
    • 10.10.4. Operating business segments
    • 10.10.5. Product portfolio
    • 10.10.6. Business performance
    • 10.10.7. Key strategic moves and developments
  • 10.11. Nintendo Co. Ltd.
    • 10.11.1. Company overview
    • 10.11.2. Key executives
    • 10.11.3. Company snapshot
    • 10.11.4. Operating business segments
    • 10.11.5. Product portfolio
    • 10.11.6. Business performance
    • 10.11.7. Key strategic moves and developments
Have a question?
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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