PUBLISHER: 360iResearch | PRODUCT CODE: 1413917
PUBLISHER: 360iResearch | PRODUCT CODE: 1413917
[190 Pages Report] The E-Sports Market size was estimated at USD 2.10 billion in 2023 and expected to reach USD 2.45 billion in 2024, at a CAGR 16.65% to reach USD 6.20 billion by 2030.
Global E-Sports Market
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 2.10 billion |
Estimated Year [2024] | USD 2.45 billion |
Forecast Year [2030] | USD 6.20 billion |
CAGR (%) | 16.65% |
E-Sports, also known as Electronic Sports, refers to the competitive realm of video gaming, where individuals or teams compete against each other in organized multiplayer video game events. These competitions range from amateur local tournaments to professional leagues and international championships, with genres including real-time strategy games (RTS), first-person shooters (FPS), multiplayer online battle arenas (MOBA), and card games, among others. The rise of live-streaming platforms, advancements in gaming technology, and the increasing involvement of established sports franchises and corporate sponsors have bolstered the growth of e-sports. As a result, e-sports has transformed into a significant market within the entertainment industry, attracting millions of viewers globally and offering substantial prize pools for the participants. However, regulatory hurdles, concerns over player burnout and health, game integrity and cheating, and diversity and inclusion issues may pose challenges for the market. Nevertheless, leveraging emerging technologies, including virtual and augmented reality and integrating e-sports in educational institutions and curriculums, may provide an opportunistic view for the market.
Regional Insights
The e-sports industry has seen exponential growth in the Americas region, with the United States leading the charge. The proliferation of competitive gaming tournaments, substantial investments from traditional sports franchises, and the advent of collegiate e-sports programs signify the region's booming interest. Moreover, Latin American countries are rapidly catching up, aided by improving internet infrastructure and a vibrant gaming culture among the youth. The EMEA region exhibits diverse e-sports markets with varying degrees of maturity.
Western Europe, particularly Germany, the United Kingdom, and France, boasts a developed e-sports ecosystem with robust infrastructure and support systems. Eastern Europe and the Middle East are emerging as hotspots for e-sports talent, with the latter investing heavily in state-of-the-art venues and competitive events. Moreover, strategic partnerships and sponsorships from renowned brands promote sustainable growth and mainstream acceptance of e-sports in the region. APAC is the epicenter of the e-sports revolution, with powerhouse nations including China, South Korea, and Japan setting global benchmarks for e-sports excellence. High-speed internet access, government backing, and a deeply embedded gaming culture contribute to the region's dominance. With its youthful demographic and rising disposable incomes, Southeast Asia is an emerging market with huge potential for e-sports. Publishers and local governments in APAC are creating a supportive environment for e-sports by hosting prestigious international tournaments and fostering grassroots initiatives.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the E-Sports Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the E-Sports Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the E-Sports Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Activision Blizzard, Inc., Challengermode AB, Cloud9 Esports, Inc., Electronic Arts Inc., Esportal AB, FACE IT LIMITED, FanBuff Technology India Private Limited, Fnatic Ltd,, G ESPORTS HOLDING GMBH, Gameloft SE, Khiladi Adda by Techbeliever Technologies Private Limited, Nazara Technologies Limited, Nintendo Co., Ltd., NVIDIA Corporation, Stoughton Street Tech Labs Private Limited, TechnoXo Private Limited, Tencent Holding Limited, The ESL Gaming GmbH, and Valve Corporation.
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the E-Sports Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the E-Sports Market?
3. What are the technology trends and regulatory frameworks in the E-Sports Market?
4. What is the market share of the leading vendors in the E-Sports Market?
5. Which modes and strategic moves are suitable for entering the E-Sports Market?