By Device Type, By Streaming Type, By Application, By Revenue Stream, And Region – Global Analysis Of Market Size, Share And Trends For 2019-2021 And Forecasts To 2031



Esports market surpasses $8.8 billion in 2031 from $1.4 billion in 2021 at a CAGR of 20.6% over the next few years, i.e. 2021-2031. † Product overview Esports, which is elongated as electronic sports, is a type of video game competition.

New York, June 27, 2022 (GLOBE NEWSWIRE) — announces the release of the report “Esports Market: Segmented: By Device Type, By Streaming Type, By Application, By Revenue Stream, And Region – Global Analysis of Market Size, share and trends for 2019-2021 and forecasts to 2031” –
Esports are usually organized multiplayer video game events between professional players, either individually or in teams. It describes the competitive and structured video game scene. In reality, competitive video gaming is a rapidly growing global phenomenon with millions of followers and billions of dollars at stake. Casual gamers have become serious stars thanks to streaming services and live events, with seven-figure wages and huge commercial endorsements.

Market Highlights
Esports Market is expected to project a remarkable CAGR of 20.6% in 2031

Factors such as rising ratings and a decline in outdoor sports activities due to the COVID-19 pandemic. In addition, market growth is being influenced by increasing penetration among young gamers and influencer-driven marketing. The popularity of social media and live video streaming among young people has fueled the eSports market. Many eSports companies engage athletes and sportspeople to promote their products, which makes the market flourish.

Global Esports Market: Segments
The games console segment is expected to grow at the highest CAGR in 2021-31

Based on device type, the global esports market is fragmented into Smart Phone, Smart TV, Desktop-Laptop-Tablets, and Gaming Console. In previous years, the game consoles segment dominated Esports market share, and this trend is expected to continue over the forecast period. The growth of the segment can be attributed to a number of advantages of this type of device, including excellent game quality, which leads to a much better gaming experience, high security, and so on.

The Game Publisher Fee segment is expected to grow at the highest CAGR in 2021-31

The global esports market is classified by revenue stream into media rights, game publishing costs, sponsorships, digital advertising, and tickets and merchandise. In previous years, the game publishing fee segment dominated the overall esports market, and this trend is expected to continue over the projection horizon. This is due to the increasing use of Esports in the gaming industry to gain a strategic and competitive advantage over their competitors. In addition, it provides a complete gaming solution and an e-sports tournament platform, making the industry move forward.

Market dynamics
The growing awareness of video games and the rising popularity of esports

The esports market is growing for a number of reasons, including the increased knowledge of video games and the increased popularity of esports. In addition, the long-term investment initiatives of key players and an increase in the number of tournaments and events with large prize pools over the projection horizon will generate attractive prospects in the market.

Higher smartphone penetration in emerging economies

Smartphone adoption is increasing in developing countries due to a variety of variables, including rising per capita income, affordability of costs, and the availability of several low-cost choices with significant features, among others. This increases the popularity of online smartphone and video gaming. Video games have provided entertainment for children for decades.

Lack of standardization

The threat of esports gambling/betting, as well as a lack of standardization, is hindering the business negatively.

Global Esports Market: Key Players
Activision Blizzard, Inc.
Company overview, business strategy, key product offerings, financial performance, key performance indicators, risk analysis, recent development, regional presence, SWOT analysis

CJ Corporation
electronic art
Gameloft SE
Modern Times Group
NVIDIA Corporation
Other prominent players

Global Esports Market: Regions
The Global Esports Market has been segmented into five major regions based on regional analysis: North America, Latin America, Europe, Asia-Pacific, and Middle East & Africa. Over the projection horizon, Asia Pacific is expected to lead the market. Over the projection horizon, Asia Pacific is expected to lead the market. The expansion of esports has been accelerated by the increasing adoption of mobile gaming and internet usage in the region. Over the projection horizon, an increasing number of breakthroughs and initiatives are predicted to drive the industry forward. In previous years, North America had the largest share of revenue, with the United States leading the way. Together for years, the territory has taken the business by storm, with PC gaming offering a more specific audience.

Impact of COVID-19 on the Esports Market
The rising number of positive COVID-19 cases led to a global shutdown, forcing people to stay at home for extended periods and increasing the use of online gaming for entertainment and relaxation. This has resulted in a huge increase in the use of E-sports solutions. End users are therefore increasingly asking for these solutions.

The Global Esports Market is further segmented by Regions into:

North America Market Size, Share, Trends, Opportunity, Year-over-Year Growth, CAGR – United States and Canada
Latin America Market Size, Share, Trends, Opportunity, Year-over-Year Growth, CAGR – Latin America
Market Size, Share, Trends, Opportunities, Year-over-Year Growth in Europe, CAGR – United Kingdom, France, Germany & Rest of Europe
Asia-Pacific Market Size, Share, Trends, Opportunity, Year-over-Year Growth, CAGR – India, China, Japan & Rest of Asia-Pacific
Market size, share, trends, opportunity, annualized growth in Middle East and Africa, CAGR – North Africa, South Africa & Rest of Middle East & Africa
Global Esports Market Report Also Includes Analysis Of:

Esports Market Segments:

By device type
smart phone
Smart TV
Desktop -Laptop-Tablets
Game console
By streaming type
On request
On request
On income stream
Media rights
Game Publisher Fee
Digital advertisement
Tickets and Merchandise
Dynamics of the Esports Market
Esports Market Size
Supply & demand
Current trends/issues/challenges
Competition and companies involved in the market
Market value chain
Market factors and constraints
Scope and Segmentation of the Esports Market Report
Report Attribute Details
Market size in 2021 USD 1.4 billion
2031 revenue forecast USD 8.8 billion
Growth rate CAGR of 20.6% from 2021 to 2031
Base year for estimate 2020
Quantitative Units Sales in Million USD and CAGR from 2021 to 2031
Report coverage Revenue forecast, business ranking, competitive landscape, growth drivers and trends
Segments Covered Device Type, Streaming Type, Application, Revenue Stream, and Region
Regional reach

North America, Europe, Asia-Pacific, Latin America, Middle East and Africa (MEA)
Major companies profiled Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation and other prominent players.
Read the full report:

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