Global eSports market size to exhibit 24.4% CAGR in 2020-2027

By on April 22, 2021 0

Selbyville, Delaware, April 22, 2021 (GLOBE NEWSWIRE) – Expert analysts and forecasters cite this around the world e-sports market The size, valued at USD 1.1 billion in 2019, is expected to reach a growth rate of USD 6.31 billion of 24.4% over the forecast period 2020-2027. The growing investments of international brands in esports tournaments and the increasing distribution of games through various platforms are driving the growth of the industry. For example, Twitch, in 2018, signed a $ 90 million agreement with the Overwatch League for two years, for exclusive digital broadcast rights in English, French and Korean.

Going further, the Global Esports Market Research Document presents an economy-wide database of major regional contributors namely North America, Europe, Asia- Pacific and Latin America. In addition, the industry is also studied from the point of view of the source of income. In addition, the research literature decodes competitive trends and profiles large companies to determine the degree of competition in this business space.

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The widening of the audience due to the growing interest in online games and the development of awareness among millennials regarding a professional career in esports improves the prospects for the growth of the industry. Apart from this, the growing opportunities for game developers, gamers, event planners and influencers are positively impacting the dynamics of the industry.

In addition, the introduction of a dedicated program to develop qualified professionals in video games by schools, colleges and universities will likely increase the growth of the global esports market in the coming years.

For those who are not familiar, esports is a form of video game competition in which professionals from all over the world can participate in the comfort of their own homes or on a particular physical platform. They typically participate in gaming leagues, which are followed and watched by millions of viewers on television or the internet or at live events.

Despite the positive market outlook, the low number of organizations involved and the limited infrastructure for esports tournaments are hampering the expansion of the industry.

Regional overview:

The main regional contributors to the overall value of the esports industry are Asia Pacific, North America, Europe and Latin America. Of these, North America currently accounts for the majority of the industry share and will likely occupy a coveted position within the expected time frame. Much of this can be attributed to the heavy involvement of game developers, TV networks, franchises and streaming platforms in the United States.

Meanwhile, the Asia-Pacific market is expected to expand significantly in the coming years, driven by such factors as the growing popularity of mobile gaming as well as the growing internet penetration in the region.

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Overview of the competitive landscape:

Activision Blizzard, Inc., Valve Corporation, Tencent Holdings Ltd., Electronic Arts, Inc., Gameloft SE and Nintendo Co., Ltd. are among the leading game developers in the global esports market. These companies are investing heavily in expanding their offerings and developing new products to gain greater market share.

Global Esports Market Revenue Source Sub-Segments (Revenue, USD Billion, 2017-2027)

  • Publicity
  • Sponsorship
  • Editor’s fees
  • Merchandise and tickets
  • Media rights

Geographic Bifurcation of Global Esports Market (Revenue, USD Billion, 2017-2027)

North America

Asia Pacific

  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Rest of APAC


  • UK
  • Germany
  • France
  • Italy
  • Spain
  • The rest of europe

Latin America

Rest of the world

Company Profiles of the Global Esports Market (Revenue, USD Billion, 2017-2027)

  • HTC Corporation
  • Intel company
  • Modern day group
  • NVIDIA Corporation
  • Nintendo Co., Ltd.
  • Gameloft SE
  • Electronic Arts, Inc.
  • Tencent Holdings Ltd.
  • Valve Corporation
  • Activision Blizzard, Inc.


Chapter 1. Executive summary

1.1. Market Snapshot

1.2. Global and Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)

1.2.1. Esports market, by region, 2018-2027 (USD billion)

1.2.2. Esports Market, by Revenue Source, 2018-2027 (USD Billion)

1.3. Key trends

1.4. Estimation methodology

1.5. Research hypothesis

Chapter 2. Definition and Scope of the Global Electronic Sports Market

2.1. Goal of the study

2.2. Definition and scope of the market

2.2.1. Scope of the study

2.2.2. Evolution of the industry

2.3. Years considered for the study

2.4. Currency conversion rates

Chapter 3. Global Electronic Sports Market Dynamics

3.1. Electronic Sports Market Impact Analysis (2018-2027)

3.1.1. Market factors

3.1.2. Market challenges

3.1.3. Market opportunities

Chapter 4. Global Electronic Sports Market: Industry Analysis

4.1. Porter’s 5-force model

4.1.1. Bargaining power of suppliers

4.1.2. The bargaining power of buyers

4.1.3. The threat of new participants

4.1.4. The threat of substitutes

4.1.5. Competitive rivalry

4.1.6. Futuristic approach to Porter’s 5-force model (2017-2027)

4.2. PEST analysis

4.2.1. Politics

4.2.2. Economic

4.2.3. Social

4.2.4. Technological

4.3. Investment adoption model

4.4. Analysts recommendation and conclusion

Chapter 5. Global Esports Market, By Revenue Source

5.1. Market Snapshot

5.2. Global Esports Market by Revenue Source, Performance – Potential Analysis

5.3. Global Esports Market Estimates & Forecasts by Revenue Source 2017-2027 (USD Billion)

5.4. Electronic Sports Market, Sub-Segment Analysis

5.4.1. Sponsorship

5.4.2. Publicity

5.4.3. Merchandise and tickets

5.4.4. Editor’s fees

5.4.5. Media rights

Chapter 6. Global Esports Market, Regional Analysis

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