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Esports Market Report By Device (PCs, Laptops, Smartphones, Tablets, Gaming Headsets), By End User (Professional Players, Occasional Viewers), By Age Group (0-15, 16-25, 26-35, More than 35), By Revenue Stream (Sponsorships, Advertising, Media Rights, Game Publisher Fees, Merchandise & Tickets), By Region, and Key Companies - Industry Segment Outlook, Market Assessment, Competition Scenario, Trends and Forecast 2022-2031
  • Report ID 137849
  • Published Date 21-Sept
  • Delivery Format PDF/PPT/Word
  • Editor's Rating
  • Report Details

    eSports are a form of competition using video games. The first eSports tournament was held in 1972 at Stanford University. eSports tournaments are now being held all over the world, with some of the biggest events offering millions of dollars in prize money.

    The global esports market was valued at USD 2.01 billion in 2021. It is expected to expand at a compound annual growth rate (CAGR) of 21.10% from 2022 to 2032.

    The factors driving market growth include increased live streaming of games and formidable investments. They also influence engagement activities and infrastructure to host league tournaments. Market professionals are able to create lucrative opportunities for gamers, gamers, event organizers and game developers by becoming more professional in the field. Because of the growing popularity of esports and one-to-one sponsorships as well streaming revenues and huge international prize pools, millennials are considering esports as a professional career. In order to help students become skilled in esports, universities and colleges have begun offering specialized programs.

    Market Dynamics
    Drivers

    – Video games are gaining popularity

    – Growing awareness of esports

    Restraints

    Esport gambling/betting: The threat

    Opportunities

    – There are more events that offer large prize pools.

    – Long- term investment opportunity

    Challenges

    – Inadequacy of standardization

    – Landscape of Competition

    Table: Years considered for the study:

    Details  Report Attribute
    2016-2020  Historical Years
    2021  Base Year
    2022  Estimated Year
    2028 Short Term Projection Year
    2023 Projected Year
    2032  Long Term Projected Year

    Key Companies

    The competition landscape segment gives a dashboard view of key vendors in the eSports industry. North is one of the smallest and most prominent players in the eSports marketplace.

    FACEIT
    Immortals
    Millennial Esports Corporation
    Refresh Entertainment
    Riot Games, Inc.
    ESL
    VY Esports
    Znipe Esports
    Coke Esports, among other things.

    Report Scope:

    By Device
    PCs
    Laptops
    Smartphones
    Tablets
    Gaming Headsets

    By End User
    Professional Players
    Occasional Viewers

    By Age Group
    0-15
    16-25
    26-35
    More than 35

    By Revenue Stream
    Sponsorships
    Advertising
    Media Rights
    Game Publisher Fees
    Merchandise & Tickets

    Regional Segmentation:

    North America (United States, Canada and Mexico)

    Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)

    Asia-Pacific (China, Korea, India, Southeast Asia, and Australia)

    South America (Brazil, Argentina, Colombia, and Rest of South America)

    Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)

    Major Market Developments

    1. Electronics Arts and FIFA partnered to launch an esports tournament series in November 2017 for the Electronics Arts FIFA videogame franchise.

    2. In November 2017, Turner Broadcasting System’s ELEAGUE partnered up with Warner Bros. Interactive Entertainment to stream ELEAGUE: Injustice 2 World Champion across TBS, Twitch and ELEAGUE.com.

    3. ESL hosted the IEM Katowice tournament in February 2018. It featured a USD 1,000,000 Dota 2 tournament and a USD 500,000 CS-GO tournament. There was also a USD 250,000 StarCraft II tourney, USD 100,000 Heroes of the Storm tourney, and a USD 50,000 player unknown’s Battlegrounds tournament.

    FREQUENTLY ASKED QUESTIONS

    How big is the Esports market?

    What is the future market value for Esports Market?

    What is the Esports market growth?

    Who are the key players in Esports market?

    Which segment accounted for the largest Esports market share?

    What are the factors driving the Esports market?

    Which region is lucrative for the Esports market?

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    Research Insights & Deliverables
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    • Company Revenue StatisticsCompany Revenue Statistics
    • Rising Regional OpportunitiesRising Regional Opportunities
    • Technology Trends and DynamicsTechnology Trends and Dynamics
    • Technology AssessmentTechnology Assessment