Electronic Sports market

Electronic Sports (eSports) Market - Global Outlook and Forecast 2022-2028

  • 11 January 2022
  • ICT & Media
  • 110 Pages
  • Report code : PMR-6711118

  • 4.7 (158)

Electronic Sports Market

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eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year.

Electronic Sports Market contains market size and forecasts of Electronic Sports (eSports) in Global, including the following market information:

Global Electronic Sports (eSports) Market Revenue, 2017-2022, 2023-2028, ($ millions)

Global top five companies in 2021 (%)

The global Electronic Sports (eSports) market was valued at million in 2021 and is projected to reach US$ million by 2028, at a CAGR of % during the forecast period.

The U.S. Market is Estimated at $ Million in 2021, While China is Forecast to Reach $ Million by 2028.

Media Rights (Subscription & Online Advertisement) Segment to Reach $ Million by 2028, with a % CAGR in next six years.

The global key manufacturers of Electronic Sports (eSports) include Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Total Entertainment Network (US), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US) and Tencent (China), etc. In 2021, the global top five players have a share approximately % in terms of revenue.

We surveyed the Electronic Sports (eSports) companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.

Total Market by Segment:

Global Electronic Sports (eSports) Market, by Type, 2017-2022, 2023-2028 ($ millions)

Global Electronic Sports (eSports) Market Segment Percentages, by Type, 2021 (%)

  • Media Rights (Subscription & Online Advertisement)
  • Tickets and Merchandise
  • Sponsorship & Direct Advertisement
  • Publisher Fees
  • Others

Global Electronic Sports (eSports) Market, by Application, 2017-2022, 2023-2028 ($ millions)

Global Electronic Sports (eSports) Market Segment Percentages, by Application, 2021 (%)

  • Online
  • Offline

Global Electronic Sports (eSports) Market, By Region and Country, 2017-2022, 2023-2028 ($ Millions)

Global Electronic Sports (eSports) Market Segment Percentages, By Region and Country, 2021 (%)

  • North America
  • US
  • Canada
  • Mexico
  • Europe
  • Germany
  • France
  • U.K.
  • Italy
  • Russia
  • Nordic Countries
  • Benelux
  • Rest of Europe
  • Asia
  • China
  • Japan
  • South Korea
  • Southeast Asia
  • India
  • Rest of Asia
  • South America
  • Brazil
  • Argentina
  • Rest of South America
  • Middle East & Africa
  • Turkey
  • Israel
  • Saudi Arabia
  • UAE
  • Rest of Middle East & Africa

Competitor Analysis

The report also provides analysis of leading market participants including:

  • Key companies Electronic Sports (eSports) revenues in global market, 2017-2022 (estimated), ($ millions)
  • Key companies Electronic Sports (eSports) revenues share in global market, 2021 (%)

Further, the report presents profiles of competitors in the market, key players include:

  • Modern Times Group (Sweden)
  • Activision Blizzard (US)
  • FACEIT (UK)
  • Total Entertainment Network (US)
  • Gfinity (UK)
  • Turner Broadcasting System (US)
  • CJ Corporation (South Korea)
  • Valve Corporation (US)
  • Tencent (China)
  • Electronic Arts (EA) (US)
  • Hi-Rez Studios (US)
  • KaBuM (Canada)
  • Wargaming Public (Cyprus)
  • Rovio Entertainment (Finland)
  • GungHo Online Entertainment (Japan)
  • Alisports (China)

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