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Global E-Sports Market Share, Growth, Trends and Forecast To 2026

Author: Mitali Jain
by Mitali Jain
Posted: Apr 08, 2021
global market

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-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

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Based on Game Type, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

  • 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

Based on Revenue Source, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

  • 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

Based on Device, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

  • PCs
  • Consoles
  • Laptops & Tablets
  • Smartphones
  • Other Devices

Based on Streaming Platform, the global market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

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

Based on Audience Type, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.

  • Regular Viewers
  • Occasional Viewers

Based on Viewer Gender, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.

  • Male Viewers
  • Female Viewers

Based on Age Group, the global market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.

  • 35 Year Old Viewers

Geographically, the following regions together with the listed national/local markets are fully investigated:

  • 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)
  • RoW (Egypt, UAE, South Africa

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Key Players

  • 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

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Author: Mitali Jain

Mitali Jain

Member since: Mar 22, 2021
Published articles: 10

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