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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1738993

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1738993

Global Esports Market Size study, by Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), by Streaming, and Regional Forecasts 2022-2032

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Global Esports Market is valued at approximately USD 1.73 billion in 2023 and is anticipated to grow with an extraordinary compound annual growth rate of more than 23.10% over the forecast period 2024-2032. Esports, or competitive video gaming, has rapidly evolved from a niche subculture to a global entertainment powerhouse, captivating millions of fans worldwide with real-time digital showdowns streamed across platforms like Twitch, YouTube Gaming, and Facebook Gaming. At the heart of this digital revolution lies a confluence of high-speed connectivity, next-gen gaming titles, and immersive streaming experiences that are transforming the way audiences consume sports, socialize, and engage with brands. With robust monetization opportunities through sponsorships, media rights, and digital ticketing, esports is not just a game-it's an ecosystem reshaping the future of entertainment.

Driving this momentum is the unprecedented surge in mobile gaming, cloud-based multiplayer platforms, and an expanding base of Gen Z and millennial consumers who favor digital interaction over traditional media. The ecosystem thrives on a multilayered revenue model that combines live tournament events, online fan engagement, merchandise sales, and advertiser integrations within gameplay and streaming interfaces. Brands-ranging from endemic companies like hardware manufacturers to global giants like Coca-Cola and Nike-are strategically aligning with esports organizations, leveraging influencer-driven fan communities and real-time interaction to unlock high-ROI marketing channels.

Despite this remarkable expansion, the esports market faces operational and structural hurdles. Fragmented league structures, inconsistent revenue distribution among players and organizers, and challenges in long-term franchise sustainability continue to test the industry's scalability. Furthermore, regulatory scrutiny concerning in-game betting, age restrictions, and broadcasting rights poses additional complexity. However, technological advancements in real-time data analytics, AI-based fan engagement, and VR-integrated gameplay are beginning to resolve these inefficiencies and open up new revenue streams that further solidify esports' mainstream status.

Regionally, North America maintains a stronghold due to significant corporate sponsorship, the presence of globally recognized esports organizations, and a technologically literate audience base. Europe follows closely, driven by growing viewership numbers, structured league systems, and national team competitions supported by government-backed digital innovation initiatives. Meanwhile, Asia Pacific-home to esports giants like China, South Korea, and Japan-represents the fastest-growing region, buoyed by massive gaming populations, mobile-first internet infrastructure, and aggressive public and private investments in esports arenas and academies.

Major market players included in this report are:

  • Activision Blizzard, Inc.
  • Tencent Holdings Ltd.
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • Valve Corporation
  • Riot Games, Inc.
  • Nintendo Co., Ltd.
  • Take-Two Interactive Software, Inc.
  • Ubisoft Entertainment SA
  • Sony Interactive Entertainment LLC
  • ESL Gaming GmbH
  • FACEIT
  • BoomTV
  • Huya Inc.
  • Bilibili Inc.

The detailed segments and sub-segment of the market are explained below:

By Revenue Source

  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Media Rights

By Streaming

  • Live Streaming
  • On-demand Streaming

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Esports Market Executive Summary

  • 1.1. Global Esports Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Revenue Source
    • 1.3.2. By Streaming
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Esports Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Organizer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory Frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Fan Engagement & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Esports Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Rapid Growth of Mobile and Cloud Gaming
    • 3.1.2. Surge in Corporate Sponsorship and Advertising
    • 3.1.3. Expansion of Global Online Streaming Platforms
  • 3.2. Market Challenges
    • 3.2.1. Fragmented League and Tournament Structures
    • 3.2.2. Inconsistent Revenue Distribution Models
    • 3.2.3. Regulatory Scrutiny on Betting and Broadcasting
  • 3.3. Market Opportunities
    • 3.3.1. Advances in Real-Time Data Analytics and AI Engagement
    • 3.3.2. Virtual Reality and Immersive Viewing Experiences
    • 3.3.3. Monetization via Digital Merchandise and NFTs

Chapter 4. Global Esports Market Industry Analysis

  • 4.1. Porter's Five Forces Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's Five Forces
    • 4.1.7. Porter's Five Forces Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economic
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunity
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Esports Market Size & Forecasts by Revenue Source 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Esports Market: Revenue Source Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 5.2.1. Sponsorship
    • 5.2.2. Advertising
    • 5.2.3. Merchandise & Tickets
    • 5.2.4. Media Rights

Chapter 6. Global Esports Market Size & Forecasts by Streaming 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Esports Market: Streaming Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 6.2.1. Live Streaming
    • 6.2.2. On-demand Streaming

Chapter 7. Global Esports Market Size & Forecasts by Region 2022-2032

  • 7.1. North America
    • 7.1.1. U.S. Esports Market
      • 7.1.1.1. Revenue Source breakdown size & forecasts, 2022-2032
      • 7.1.1.2. Streaming breakdown size & forecasts, 2022-2032
    • 7.1.2. Canada Esports Market
  • 7.2. Europe
    • 7.2.1. U.K. Esports Market
    • 7.2.2. Germany Esports Market
    • 7.2.3. France Esports Market
    • 7.2.4. Spain Esports Market
    • 7.2.5. Italy Esports Market
    • 7.2.6. Rest of Europe Esports Market
  • 7.3. Asia-Pacific
    • 7.3.1. China Esports Market
    • 7.3.2. India Esports Market
    • 7.3.3. Japan Esports Market
    • 7.3.4. Australia Esports Market
    • 7.3.5. South Korea Esports Market
    • 7.3.6. Rest of Asia-Pacific Esports Market
  • 7.4. Latin America
    • 7.4.1. Brazil Esports Market
    • 7.4.2. Mexico Esports Market
    • 7.4.3. Rest of Latin America Esports Market
  • 7.5. Middle East & Africa
    • 7.5.1. Saudi Arabia Esports Market
    • 7.5.2. South Africa Esports Market
    • 7.5.3. Rest of Middle East & Africa Esports Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
    • 8.1.1. Activision Blizzard, Inc.
    • 8.1.2. Tencent Holdings Ltd.
    • 8.1.3. Electronic Arts Inc.
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Activision Blizzard, Inc.
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Market Strategies
    • 8.3.2. Tencent Holdings Ltd.
    • 8.3.3. Electronic Arts Inc.
    • 8.3.4. Epic Games, Inc.
    • 8.3.5. Valve Corporation
    • 8.3.6. Riot Games, Inc.
    • 8.3.7. Nintendo Co., Ltd.
    • 8.3.8. Take-Two Interactive Software, Inc.
    • 8.3.9. Ubisoft Entertainment SA
    • 8.3.10. Sony Interactive Entertainment LLC
    • 8.3.11. ESL Gaming GmbH
    • 8.3.12. FACEIT
    • 8.3.13. BoomTV
    • 8.3.14. Huya Inc.
    • 8.3.15. Bilibili Inc.

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes
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