Esports Market Size, Growth, Trends Report

Esports Market - Global Outlook & Forecast 2024-2029

317 pages

84 tables

90 charts

5 region

23 countries

39 company

4 segments

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THE GLOBAL ESPORTS MARKET SIZE IS EXPECTED TO REACH USD 5.17 BILLION BY 2029 FROM USD 1.96 BILLION IN 2023, GROWING AT A CAGR OF 17.48% DURING THE FORECAST PERIOD.

The Esports Market Size, Share, & Trends Analysis Report By

  1. Revenue: Sponsorships, Advertisements, Media Rights, Game Publisher Fee, and Merchandise & Tickets
  2. Game: Multiplayer Online Battle Arena (MOBA), Player versus Player (PvP), First-person shooter (FPS), Real-Time Strategy (RTS), and Massive Multiplayer Online Game (MMOG)
  3. Platform: Console, PC, and Mobile & Tablets
  4. Geography: North America, Europe, APAC, Latin America, and Middle East & Africa

Industry Analysis Report, Regional Outlook, Growth Potential, Price Trends, Competitive Market Share & Forecast 2024–2029.

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GLOBAL ESPORTS MARKET REPORT SCOPE

REPORT ATTRIBUTEDETAILS
Market Size (2029)USD 5.17 Billion
Market Size (2023)USD 1.96 Billion
CAGR (2023-2029)17.48%
HISTORIC YEAR2020-2022
BASE YEAR2023
FORECAST YEAR2024-2029
SEGMENTS BYRevenue, Game, Platform, and Geography
GEOGRAPHIC ANALYSIS North America, Europe, APAC, Latin America, and Middle East & Africa
KEY PLAYERSElectronic Arts Inc., ESL FACEIT Group, Microsoft, Sony Group Corporation, Take-Two Interactive Software, and Tencent
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MARKET ANALYSIS

The global esports market size was valued at USD 1.96 billion in 2023 and is expected to reach USD 5.17 billion by 2029, growing at a CAGR of 17.48% during the forecast period. The esports market growth is fueled by several key factors, including the increasing internet penetration rate, which provides broader access to online gaming and streaming platforms. Organized leagues and tournaments create a structured environment that attracts both players and spectators. Government support and educational initiatives further legitimize esports, fostering talent, promoting its development as a viable career path, and supporting the global esports market growth.


ESPORTS MARKET TRENDS & OPPORTUNITIES

Growing Popularity Among Genz and Millennials

The world of competitive video gaming, has rapidly increased in popularity and acceptance over the past decade. This growth can be attributed largely to two demographic cohorts: Generation Z and Millennials. In 2023, events like the League of Legends World Championships draw millions of viewers and feature performances by artists like Imagine Dragons and Lil Nas X in packed stadiums. Marketers are eager to reach its valuable audience, which consists mainly of tech-savvy Gen Z and millennials, who are difficult to target through traditional advertising methods due to adblock and ad-blindness. Furthermore, the regular online consumption of esports in European countries reveals the success of the esports market. Italian and Spanish people regularly visit relevant online platforms. The popularity of esports in Spain and Italy is due to the higher adoption of new digital trends. The growing media presence and public coverage of esports are leading to a higher general awareness.

Adoption of Digitization

The adoption of digitization has primarily changed the esports market net worth, driving its rapid growth and expanding its reach. From the early days of competitive gaming, where tournaments were modest and localized, the shift to digital platforms has enabled esports to become a global trend. The booming digital economy, driven by the rapid growth in smartphone shipments, is fueling the expansion of the eSports industry. As more people access advanced devices and stay connected, the industry is poised to benefit from increased viewership, engagement, and participation. The convergence of technology and gaming, supported by this digital growth, is set to propel eSports into a mainstream entertainment giant, attracting both new players and larger audiences globally.

INDUSTRY RESTRAINTS

Fraudulent Activity

Data monetization will lead to privacy issues as esports continue to grow; personal data, including players’ names, nicknames, likenesses, and player performance data, have become very valuable. In 2024, E-Nugget online gaming fraud in Kolkata (India) has generated a shadow over the burgeoning eSports market, shaking investor confidence and user trust. The incident highlights the vulnerabilities within the digital gaming space with ₹90 crore ($10.9 million) frozen across 70 accounts and ₹19 crore ($2.28 million) seized from 2,500 bank accounts. The app's deceitful promise of high returns before its abrupt shutdown has left many users financially stranded, potentially stalling the growth of eSports as regulators tighten scrutiny and potential players and investors grow wary of future investments in the sector.

SEGMENTATION INSIGHTS

INSIGHTS BY REVENUE

The global esports market by revenue is segmented into sponsorships, advertisements, media rights, game publisher fees, and merchandise & tickets. The segment that typically accounts for the highest market revenue share is sponsorship. This segment dominates because brands and companies recognize the significant value of the esports audience, which is primarily young, tech-savvy, and highly engaged. By sponsoring teams, tournaments, and individual players, brands can directly reach this lucrative demographic, making sponsorship deals and advertising a major revenue driver in the industry. The increasing viewership and global appeal of eSports further amplify this segment's dominance in revenue generation.

INSIGHTS BY GAME

The multiplayer online battle arena (MOBA) game segment holds the most prominent share of the global esports market in 2023. This dominance of this segment is due to its massive player base, extensive global leagues, high viewership, and substantial sponsorships. MOBAs offer deep strategic gameplay, fostering a competitive environment that appeals to both casual players and professional athletes, leading to significant investments and large-scale tournaments. Additionally, these games' longevity and consistent updates keep their communities engaged, further boosting their prominence in the industry.

INSIGHTS BY PLATFORM

The global esports market by platform is segmented into console, pc, and mobile & tablets. In 2023, the console segment held the majority share due to its broad accessibility and strong presence in competitive gaming. Consoles like PlayStation and Xbox have established dedicated esports communities and are favored for their user-friendly interfaces, high performance, and exclusive game titles. Additionally, consoles offer a standardized gaming experience, which is crucial for fair competition. Their integration with streaming platforms and robust support for multiplayer games further solidifies their dominant position in the eSports market.

GEOGRAPHICAL ANALYSIS

North America dominated the global esports market share, accounting for over 44% in 2023. The region's dominance can be attributed to the high internet penetration rate and technological advancements. The U.S. contributed the highest revenue share globally in this sector, driven by top companies' presence and growing popularity among young audiences. The growing integration of esports into Native American education and culture highlights a significant shift in how the esports market is evolving. As Native American schools embrace esports, they are creating new opportunities for students and adding rich cultural dimensions to the gaming industry. For instance, games like Never Alone, which incorporate Indigenous narratives and collaboration with Alaska Native elders, reflect a broader trend where gaming is becoming a platform for cultural representation and storytelling.

Furthermore, in the APAC region, revenue generated majorly from China, South Korea, and Japan is the dominant force in the esports market, mainly due to a deep-rooted gaming culture, advanced technological infrastructure, and substantial investment from private and public sectors. The region's preference for mobile gaming has fueled the popularity of mobile esports titles like "Mobile Legends" and "PUBG Mobile." Moreover, while somewhat fragmented due to language and cultural diversity, Europe has a strong esports market in countries like Germany, Sweden, and the UK, focusing on community-driven events and grassroots tournaments. According to the global esports market report, Latin America, the Middle East & Africa are emerging markets driven by a young, tech-savvy population and increasing internet penetration. These regions are seeing rapid growth in viewership and participation, although they still lag in terms of infrastructure and investment.

COMPETITIVE LANDSCAPE

Companies like Microsoft, Electronic Arts, and Take-Two Interactive Software, among others, have for many years brought to gamers some of the most detailed, deep, and competitive multiplayer games available in the eSports market. These publishers set the standard and create experiences that are brimming with competitiveness. Microsoft is well-experienced in the world of professional gaming. Games such as Starcraft, Warcraft, and now Overwatch make for good entertainment and are popular and lucrative pro-gaming scenes. Furthermore, six major companies in the global esports market lead the industry: Sony Group Corporation, Microsoft, Electronic Arts, ESL FACEIT Group, Take-Two Interactive Software, and Tencent. Sony Group Corporation is also one of the major vendors in the esports market due to its strategic investments and robust PlayStation ecosystem. For example, in 2022, the company acquired esports platform Repeat.gg and a stake in the Evolution Championship Series (EVO), one of the biggest fighting game tournaments globally. These moves bolstered Sony's influence in the competitive gaming scene.

Key Developments in the Global Esports Market

  1. In 2024, Electronic Arts will invest heavily in its flagship franchises, such as FIFA, Madden NFL, and The Sims, continuously updating and expanding them to retain and grow their user base.
  2. Microsoft focuses on industry mergers and acquisitions. In 2022, the organization acquired Activision Blizzard, Inc. to expand its product portfolio and gain a competitive advantage in the market.

SNAPSHOT

The global esports market size is expected to grow at a CAGR of approximately 17.48% from 2023 to 2029.

The following factors are likely to contribute to the growth of the global esports market during the forecast period:

  1. Adoption of Digitization
  2. Government investment in Esports
  3. E-Sports as a Growing Career Option

Base Year: 2023

Forecast Year: 2024-2029

The report considers the present scenario of the global esports market and its market dynamics for 2024−2029. It covers a detailed overview of several market growth enablers, restraints, and trends. The study covers both the demand and supply sides of the industry. It also profiles and analyzes leading companies and several other prominent companies operating in the industry.

Key Company Profiles

  1. Electronic Arts Inc.
  2. Business Overview
  3. Product Offerings
  4. Key Strategies
  5. Key Strengths
  6. Key Opportunities
  7. ESL FACEIT Group
  8. Microsoft
  9. Sony Group Corporation
  10. Take-Two Interactive Software
  11. Tencent

Other Prominent Vendors

  1. 100 Thieves
  2. Business Overview
  3. Product Offerings
  4. Aksys Games
  5. Bandai Namco Entertainment
  6. Capcom
  7. Cloud9 Esports
  8. Crytek
  9. Deep Silver
  10. Fnatic Ltd
  11. Frenzy Arena
  12. G ESPORTS HOLDING
  13. GAIMIN GLADIATORS
  14. Gameforge
  15. Com2uS Holdings
  16. Gen.G Esports
  17. Hi-Rez Studios
  18. HUYA Inc.
  19. Kabam
  20. Karmine Corp
  21. Kinguin.net
  22. Konami Holdings Corporation
  23. NCSoft
  24. Neowiz Games
  25. Nintendo
  26. Nival
  27. NRG
  28. Sega
  29. SK Telecom CS T1 Co
  30. Space Station Gaming
  31. Super Evil Megacorp
  32. Talon Esports
  33. Twitch Interactive
  34. Valve Corporation
  35. Wargaming Group Limited

Segmentation by Revenue

  1. Sponsorships
  2. Advertisements
  3. Media Rights
  4. Game Publisher Fee
  5. Merchandise & Tickets

Segmentation by Game

  1. Multiplayer Online Battle Arena (MOBA)
  2. Player versus Player (PvP)
  3. First-person shooter (FPS)
  4. Real-Time Strategy (RTS)
  5. Massive Multiplayer Online Game (MMOG)

Segmentation by Platform

  1. Console
  2. PC
  3. Mobile & Tablets

Segmentation by Geography

  1. North America
  2. The U.S.
  3. Canada
  4. APAC
  5. China
  6. South Korea
  7. Japan
  8. India
  9. Australia
  10. Vietnam
  11. Europe
  12. The U.K.
  13. France
  14. Germany
  15. Italy
  16. Poland
  17. Spain
  18. Sweden
  19. Latin America
  20. Brazil
  21. Mexico
  22. Argentina
  23. Chile
  24. Middle East & Africa
  25. UAE
  26. Saudi Arabia
  27. South Africa
  28. Egypt

Frequently Asked Questions

What is the growth rate of the global esports market?

The global esports market is expected to grow at a CAGR of 17.48% from 2023 to 2029.

Which region dominates the global esports market share?

North America held the largest global esports market share, accounting for over 44% in 2023.

How big is the global esports market?

The global esports market size was valued at USD 1.96 billion in 2023 and is expected to reach USD 5.17 billion by 2029.

What are the significant trends in the global esports market?

Growing adoption of AR and VR in esports, growing outlook of mobile e-sports, and growing popularity of e-sports among Genz and millennials are significant trends in the esports industry.

Who are the key players in the global esports market?

Electronic Arts Inc., ESL FACEIT Group, Microsoft, Sony Group Corporation, Take-Two Interactive Software, and Tencent are the key players in the global esports market.

LIST OF EXHIBITS


EXHIBIT 1 MARKET SIZE CALCULATION APPROACH 2023

EXHIBIT 2 GLOBAL ESPORTS AUDIENCE 2019–2024 (MILLION)

EXHIBIT 3 EVOLUTION OF ESPORTS THROUGH HISTORY

EXHIBIT 4 VIDEO GAMING MARKET: VALUE CHAIN ANALYSIS

EXHIBIT 5 VARIOUS STAKEHOLDERS IN ESPORTS VALUE CHAIN

EXHIBIT 6 OVERVIEW OF ESPORTS ECOSYSTEM

EXHIBIT 7 IMPACT OF GROWTH IN ADOPTION OF AR AND VR IN ESPORTS

EXHIBIT 8 IMPACT OF GROWTH IN OUTLOOK OF MOBILE ESPORTS

EXHIBIT 9 PERCENTAGE OF GAMERS PLAYING OVER 10 HOURS PER WEEK BY COUNTRY 2023

EXHIBIT 10 IMPACT OF GROWTH IN POPULARITY OF ESPORTS AMONG GEN Z AND MILLENNIALS

EXHIBIT 11 REGIONAL DISTRIBUTION OF ESPORTS FOLLOWERS WORLDWIDE BETWEEN MAY 2022 AND APRIL 2023 (%)

EXHIBIT 12 IMPACT OF ADOPTION OF DIGITIZATION

EXHIBIT 13 GLOBAL GENDER PREFERENCES IN GAMING DEVICES AMONG WEEKLY GAMERS 2022 (%)

EXHIBIT 14 GLOBALLY NUMBER OF INDIVIDUALS USING THE INTERNET 2015–2024 (MILLIONS)

EXHIBIT 15 IMPACT OF GOVERNMENT INVESTMENT IN ESPORTS

EXHIBIT 16 IMPACT OF ESPORTS AS A GROWING CAREER OPTION

EXHIBIT 17 IMPACT OF REGULATION AND GOVERNANCE

EXHIBIT 18 IMPACT OF INCREASE IN FRAUDULENT ACTIVITIES

EXHIBIT 19 IMPACT OF HEALTH HAZARDS OF GAMING

EXHIBIT 20 DEMAND DRIVING FACTORS IN ESPORTS MARKET

EXHIBIT 21 GLOBAL ESPORTS MARKET 2023–2029 ($ MILLION)

EXHIBIT 22 FIVE FORCES ANALYSIS 2023

EXHIBIT 23 INCREMENTAL GROWTH BY REVENUE 2023 & 2029

EXHIBIT 24 GLOBAL ESPORTS MARKET BY REVENUE 2023 & 2029 (%)

EXHIBIT 25 GLOBAL ESPORTS SPONSORSHIPS MARKET 2020–2029 ($ MILLION)

EXHIBIT 26 GLOBAL ESPORTS ADVERTISEMENTS MARKET 2020–2029 ($ MILLION)

EXHIBIT 27 GLOBAL ESPORTS MEDIA RIGHTS MARKET 2020–2029 ($ MILLION)

EXHIBIT 28 GLOBAL ESPORTS GAME PUBLISHER FEES MARKET 2020–2029 ($ MILLION)

EXHIBIT 29 GLOBAL ESPORTS MERCHANDISE & TICKETS MARKET 2020–2029 ($ MILLION)

EXHIBIT 30 INCREMENTAL GROWTH BY GAME 2023 & 2029

EXHIBIT 31 GLOBAL ESPORTS MARKET SHARE BY GAME 2023 & 2029 (%)

EXHIBIT 32 GLOBAL ESPORTS MULTIPLAYER ONLINE BATTLE ARENA (MOBA) MARKET 2020–2029 ($ MILLION)

EXHIBIT 33 GLOBAL ESPORTS PLAYER VS. PLAYER (PVP) MARKET 2020–2029 ($ MILLION)

EXHIBIT 34 GLOBAL ESPORTS REAL-TIME STRATEGY (RTS) MARKET 2020–2029 ($ MILLION)

EXHIBIT 35 GLOBAL ESPORTS FIRST-PERSON SHOOTERS (FPS) MARKET 2020–2029 ($ MILLION)

EXHIBIT 36 GLOBAL ESPORTS MASSIVE MULTIPLAYER ONLINE GAMES (MMOG) MARKET 2020–2029 ($ MILLION)

EXHIBIT 37 INCREMENTAL GROWTH BY PLATFORM 2023 & 2029

EXHIBIT 38 GLOBAL ESPORTS MARKET BY PLATFORM 2023 & 2029 (%)

EXHIBIT 39 CONSOLE PREFERENCES AMONG WEEKLY GAMERS BY COUNTRY 2023 (%)

EXHIBIT 40 GLOBAL CONSOLE USAGE FOR WEEKLY GAMERS BY AGE 2023 (%)

EXHIBIT 41 GLOBAL CONSOLES-BASED ESPORTS MARKET 2020–2029 ($ MILLION)

EXHIBIT 42 GLOBAL PC-BASED ESPORTS MARKET 2020–2029 ($ MILLION)

EXHIBIT 43 GLOBAL MOBILE PHONES & TABLETS ESPORTS MARKET 2020–2029 ($ MILLION)

EXHIBIT 44 INCREMENTAL GROWTH BY GEOGRAPHY 2023 & 2029

EXHIBIT 45 GLOBAL ESPORTS MARKET BY GEOGRAPHY 2023 (% SHARE)

EXHIBIT 46 ESPORTS MARKET IN NORTH AMERICA 2020–2029 ($ MILLION)

EXHIBIT 47 INCREMENTAL GROWTH IN NORTH AMERICA 2023 & 2029

EXHIBIT 48 DEVICE PREFERENCES OF US TEENAGERS FOR PLAYING VIDEOS 2023 (%)

EXHIBIT 49 ESPORTS MARKET IN US 2020–2029 ($ MILLION)

EXHIBIT 50 ESPORTS MARKET IN CANADA 2020–2029 ($ MILLION)

EXHIBIT 51 ESPORTS MARKET IN APAC 2020–2029 ($ MILLION)

EXHIBIT 52 INCREMENTAL GROWTH IN APAC 2023 & 2029

EXHIBIT 53 ESPORTS MARKET IN CHINA 2020–2029 ($ MILLION)

EXHIBIT 54 ESPORTS MARKET IN SOUTH KOREA 2020–2029 ($ MILLION)

EXHIBIT 55 ESPORTS MARKET IN JAPAN 2020–2029 ($ MILLION)

EXHIBIT 56 ESPORTS MARKET IN INDIA 2020–2029 ($ MILLION)

EXHIBIT 57 ESPORTS MARKET IN AUSTRALIA 2020–2029 ($ MILLION)

EXHIBIT 58 ESPORTS MARKET IN VIETNAM 2020–2029 ($ MILLION)

EXHIBIT 59 ESPORTS MARKET IN EUROPE 2020–2029 ($ MILLION)

EXHIBIT 60 INCREMENTAL GROWTH IN EUROPE 2023 & 2029

EXHIBIT 61 ESPORTS MARKET IN UK 2020–2029 ($ MILLION)

EXHIBIT 62 ESPORTS MARKET IN FRANCE 2020–2029 ($ MILLION)

EXHIBIT 63 MONTHLY SPENDING ON VIDEO GAMING-RELATED ITEMS 2022 (%)

EXHIBIT 64 ESPORTS MARKET IN GERMANY 2020–2029 ($ MILLION)

EXHIBIT 65 ITALY PLAYERS CLAIM VIDEO GAMES EASE STRESS, ANXIETY, AND ISOLATION 2023 (%)

EXHIBIT 66 ESPORTS MARKET IN ITALY 2020–2029 ($ MILLION)

EXHIBIT 67 ESPORTS MARKET IN POLAND 2020–2029 ($ MILLION)

EXHIBIT 68 ESPORTS MARKET IN SPAIN 2020–2029 ($ MILLION)

EXHIBIT 69 ESPORTS MARKET IN SWEDEN 2020–2029 ($ MILLION)

EXHIBIT 70 ESPORTS MARKET IN LATIN AMERICA 2020–2029 ($ MILLION)

EXHIBIT 71 INCREMENTAL GROWTH IN LATIN AMERICA 2023 & 2029

EXHIBIT 72 ESPORTS MARKET IN BRAZIL 2020–2029 ($ MILLION)

EXHIBIT 73 ESPORTS MARKET IN MEXICO 2020–2029 ($ MILLION)

EXHIBIT 74 ESPORTS MARKET IN ARGENTINA 2020–2029 ($ MILLION)

EXHIBIT 75 ESPORTS MARKET IN CHILE 2020–2029 ($ MILLION)

EXHIBIT 76 ESPORTS MARKET IN MIDDLE EAST & AFRICA 2020–2029 ($ MILLION)

EXHIBIT 77 INCREMENTAL GROWTH IN MIDDLE EAST & AFRICA 2023 & 2029

EXHIBIT 78 ESPORTS MARKET IN UAE 2020–2029 ($ MILLION)

EXHIBIT 79 ESPORTS MARKET IN SAUDI ARABIA 2020–2029 ($ MILLION)

EXHIBIT 80 ESPORTS MARKET IN SOUTH AFRICA 2020–2029 ($ MILLION)

EXHIBIT 81 ESPORTS MARKET IN EGYPT 2020–2029 ($ MILLION)

EXHIBIT 82 COMPONENTS OF ESPORTS ECOSYSTEM

EXHIBIT 83 GLOBAL ESPORTS MARKET BY FRAGMENTATION 2023 (% SHARE)

EXHIBIT 84 KEY CAVEATS



LIST OF TABLES


TABLE 1 GLOBAL ESPORTS SPONSORSHIPS MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 2 GLOBAL ESPORTS ADVERTISEMENTS MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 3 GLOBAL ESPORTS MEDIA RIGHTS MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 4 GLOBAL ESPORTS GAME PUBLISHER FEES MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 5 GLOBAL ESPORTS MERCHANDISE & TICKETS MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 6 GLOBAL ESPORTS MULTIPLAYER ONLINE BATTLE ARENA (MOBA) MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 7 CATEGORY OF PVP ESPORTS GAMES

TABLE 8 PVP UPCOMING EVENTS, 2024

TABLE 9 GLOBAL ESPORTS PLAYER VS. PLAYER (PVP) MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 10 GLOBAL ESPORTS REAL-TIME STRATEGY (RTS) MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 11 GLOBAL ESPORTS FIRST-PERSON SHOOTERS (FPS) MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 12 GLOBAL ESPORTS MASSIVE MULTIPLAYER ONLINE GAMES (MMOG) MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 13 GLOBAL CONSOLES-BASED ESPORTS MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 14 GLOBAL PC-BASED ESPORTS MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 15 GLOBAL MOBILE PHONES & TABLETS ESPORTS MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 16 NORTH AMERICA ESPORTS MARKET BY REVENUE 2023–2029 ($ MILLION)

TABLE 17 NORTH AMERICA ESPORTS MARKET BY GAME 2023–2029 ($ MILLION)

TABLE 18 NORTH AMERICA ESPORTS MARKET BY PLATFORM 2023–2029 ($ MILLION)

TABLE 19 APAC ESPORTS MARKET BY REVENUE 2023–2029 ($ MILLION)

TABLE 20 APAC ESPORTS MARKET BY GAME 2023–2029 ($ MILLION)

TABLE 21 APAC ESPORTS MARKET BY PLATFORM 2023–2029 ($ MILLION)

TABLE 22 EUROPE ESPORTS MARKET BY REVENUE 2023–2029 ($ MILLION)

TABLE 23 EUROPE ESPORTS MARKET BY GAME 2023–2029 ($ MILLION)

TABLE 24 EUROPE ESPORTS MARKET BY PLATFORM 2023–2029 ($ MILLION)

TABLE 25 LATIN AMERICA ESPORTS MARKET BY REVENUE 2023–2029 ($ MILLION)

TABLE 26 LATIN AMERICA ESPORTS MARKET BY GAME 2023–2029 ($ MILLION)

TABLE 27 LATIN AMERICA ESPORTS MARKET BY PLATFORM 2023–2029 ($ MILLION)

TABLE 28 MIDDLE EAST & AFRICA ESPORTS MARKET BY REVENUE 2023–2029 ($ MILLION)

TABLE 29 MIDDLE EAST & AFRICA ESPORTS MARKET BY GAME 2023–2029 ($ MILLION)

TABLE 30 MIDDLE EAST & AFRICA ESPORTS MARKET BY PLATFORM 2023–2029 ($ MILLION)

TABLE 31 ELECTRONIC ARTS INC.: MAJOR PRODUCT OFFERINGS

TABLE 32 ESL FACEIT GROUP: MAJOR PRODUCT OFFERINGS

TABLE 33 MICROSOFT: MAJOR PRODUCT OFFERINGS

TABLE 34 SONY GROUP CORPORATION: MAJOR PRODUCT OFFERINGS

TABLE 35 TAKE-TWO INTERACTIVE SOFTWARE: MAJOR PRODUCT OFFERINGS

TABLE 36 TENCENT: MAJOR PRODUCT OFFERINGS

TABLE 37 100 THIEVES: MAJOR PRODUCT OFFERINGS

TABLE 38 AKSYS GAMES: MAJOR PRODUCT OFFERINGS

TABLE 39 BANDAI NAMCO ENTERTAINMENT: MAJOR PRODUCT OFFERINGS

TABLE 40 CAPCOM: MAJOR PRODUCT OFFERINGS

TABLE 41 CLOUD9 ESPORTS: MAJOR PRODUCT OFFERINGS

TABLE 42 CRYTEK: MAJOR PRODUCT OFFERINGS

TABLE 43 DEEP SILVER: MAJOR PRODUCT OFFERINGS

TABLE 44 FNATIC LTD: MAJOR PRODUCT OFFERINGS

TABLE 45 FRENZY ARENA: MAJOR PRODUCT OFFERINGS

TABLE 46 G ESPORTS HOLDING: MAJOR PRODUCT OFFERINGS

TABLE 47 GAIMIN GLADIATORS: MAJOR PRODUCT OFFERINGS

TABLE 48 GAMEFORGE: MAJOR PRODUCT OFFERINGS

TABLE 49 COM2US HOLDINGS: MAJOR PRODUCT OFFERINGS

TABLE 50 GEN.G ESPORTS: MAJOR PRODUCT OFFERINGS

TABLE 51 HI-REZ STUDIOS: MAJOR PRODUCT OFFERINGS

TABLE 52 HUYA INC.: MAJOR PRODUCT OFFERINGS

TABLE 53 KABAM: MAJOR PRODUCT OFFERINGS

TABLE 54 KARMINE CORP: MAJOR PRODUCT OFFERINGS

TABLE 55 KINGUIN.NET: MAJOR PRODUCT OFFERINGS

TABLE 56 KONAMI HOLDINGS CORPORATION: MAJOR PRODUCT OFFERINGS

TABLE 57 NCSOFT: MAJOR PRODUCT OFFERINGS

TABLE 58 NEOWIZ GAMES: MAJOR PRODUCT OFFERINGS

TABLE 59 NINTENDO: MAJOR PRODUCT OFFERINGS

TABLE 60 NIVAL: MAJOR PRODUCT OFFERINGS

TABLE 61 NRG: MAJOR PRODUCT OFFERINGS

TABLE 62 SEGA: MAJOR PRODUCT OFFERINGS

TABLE 63 SK TELECOM CS T1 CO: MAJOR PRODUCT OFFERINGS

TABLE 64 SPACE STATION GAMING: MAJOR PRODUCT OFFERINGS

TABLE 65 SUPER EVIL MEGACORP: MAJOR PRODUCT OFFERINGS

TABLE 66 TALON ESPORTS: MAJOR PRODUCT OFFERINGS

TABLE 67 TWITCH INTERACTIVE: MAJOR PRODUCT OFFERINGS

TABLE 68 VALVE CORPORATION: MAJOR PRODUCT OFFERINGS

TABLE 69 WARGAMING GROUP LIMITED: MAJOR PRODUCT OFFERINGS

TABLE 70 GLOBAL ESPORTS MARKET BY GEOGRAPHY 2023–2029 ($ MILLION)

TABLE 71 GLOBAL ESPORTS MARKET BY GEOGRAPHY 2023–2029 (%)

TABLE 72 GLOBAL ESPORTS MARKET BY REVENUE 2023–2029 ($ MILLION)

TABLE 73 GLOBAL ESPORTS MARKET BY GAME 2023–2029 ($ MILLION)

TABLE 74 GLOBAL ESPORTS MARKET BY PLATFORM 2023–2029 ($ MILLION)

TABLE 75 NORTH AMERICA ESPORTS MARKET BY REVENUE 2023–2029 ($ MILLION)

TABLE 76 NORTH AMERICA ESPORTS MARKET BY GAME 2023–2029 ($ MILLION)

TABLE 77 NORTH AMERICA ESPORTS MARKET BY PLATFORM 2023–2029 ($ MILLION)

TABLE 78 APAC ESPORTS MARKET BY REVENUE 2023–2029 ($ MILLION)

TABLE 79 APAC ESPORTS MARKET BY GAME 2023–2029 ($ MILLION)

TABLE 80 APAC ESPORTS MARKET BY PLATFORM 2023–2029 ($ MILLION)

TABLE 81 EUROPE ESPORTS MARKET BY REVENUE 2023–2029 ($ MILLION)

TABLE 82 EUROPE ESPORTS MARKET BY GAME 2023–2029 ($ MILLION)

TABLE 83 EUROPE ESPORTS MARKET BY PLATFORM 2023–2029 ($ MILLION)

TABLE 84 MIDDLE EAST & AFRICA ESPORTS MARKET BY REVENUE 2023–2029 ($ MILLION)

TABLE 85 MIDDLE EAST & AFRICA ESPORTS MARKET BY GAME 2023–2029 ($ MILLION)

TABLE 86 MIDDLE EAST & AFRICA ESPORTS MARKET BY PLATFORM 2023–2029 ($ MILLION)

TABLE 87 LATIN AMERICA ESPORTS MARKET BY REVENUE 2023–2029 ($ MILLION)

TABLE 88 LATIN AMERICA ESPORTS MARKET BY GAME 2023–2029 ($ MILLION)

TABLE 89 LATIN AMERICA ESPORTS MARKET BY PLATFORM 2023–2029 ($ MILLION)

TABLE 90 CURRENCY CONVERSION 2017–2023

1. SCOPE & COVERAGE

1.1. MARKET DEFINITION

1.1.1. INCLUSIONS

1.1.2. EXCLUSIONS

1.1.3. MARKET ESTIMATION CAVEATS

1.2. SEGMENTS COVERED & DEFINITION

1.2.1. MARKET SEGMENTATION BY REVENUE

1.2.2. MARKET SEGMENTATION BY GAME

1.2.3. MARKET SEGMENTATION BY PLATFORM

1.2.4. REGIONS & COUNTRIES COVERED

1.3. MARKET DERIVATION

1.3.1. HISTORIC, BASE, & FORECAST YEARS

2. PREMIUM INSIGHTS

2.1. OPPORTUNITY POCKETS

2.1.1. MARKET MATURITY INDICATOR

2.1.2. REGIONAL INSIGHTS

2.2. MARKET DEFINITION

2.3. REPORT OVERVIEW

2.4. OPPORTUNITIES & CHALLENGE ANALYSIS

2.5. SEGMENT ANALYSIS

2.6. REGIONAL ANALYSIS

2.7. COMPETITIVE LANDSCAPE

3. MARKET AT A GLANCE

4. INTRODUCTION

4.1. OVERVIEW

4.1.1. ESPORTS EVOLUTION

4.1.2. INVESTMENT FROM BRANDS IN ESPORTS INDUSTRY

4.2. MERGER AND ACQUISITIONS

4.3. VALUE CHAIN ANALYSIS

4.3.1. OVERVIEW

4.3.2. ESPORTS ECOSYSTEM

5. MARKET OPPORTUNITIES & TRENDS

5.1. GROWTH IN ADOPTION OF AR AND VR IN ESPORTS

5.2. GROWTH IN OUTLOOK OF MOBILE ESPORTS

5.3. GROWTH IN POPULARITY OF ESPORTS AMONG GEN Z AND MILLENNIALS

6. MARKET GROWTH ENABLERS

6.1. ADOPTION OF DIGITIZATION

6.2. GOVERNMENT INVESTMENT IN ESPORTS

6.3. ESPORTS AS A GROWING CAREER OPTION

7. MARKET RESTRAINTS

7.1. REGULATION AND GOVERNANCE

7.2. INCREASE IN FRAUDULENT ACTIVITIES

7.3. HEALTH HAZARDS OF GAMING

8. MARKET LANDSCAPE

8.1. MARKET OVERVIEW

8.2. GROWING DYNAMICS AND FINANCIAL OPPORTUNITIES IN ESPORTS INDUSTRY

8.3. DEMAND INSIGHTS

8.4. MARKET SIZE & FORECAST

8.5. FIVE FORCES ANALYSIS

8.5.1. THREAT OF NEW ENTRANTS

8.5.2. BARGAINING POWER OF SUPPLIERS

8.5.3. BARGAINING POWER OF BUYERS

8.5.4. THREAT OF SUBSTITUTES

8.5.5. COMPETITIVE RIVALRY

9. REVENUE

9.1. MARKET SNAPSHOT & GROWTH ENGINE

9.2. MARKET OVERVIEW

9.3. SPONSORSHIPS

9.3.1. MARKET OVERVIEW

9.3.2. MARKET SIZE & FORECAST

9.3.3. MARKET BY GEOGRAPHY

9.4. ADVERTISEMENTS

9.4.1. MARKET OVERVIEW

9.4.2. MARKET SIZE & FORECAST

9.4.3. MARKET BY GEOGRAPHY

9.5. MEDIA RIGHTS

9.5.1. MARKET OVERVIEW

9.5.2. MARKET SIZE & FORECAST

9.5.3. MARKET BY GEOGRAPHY

9.6. GAME PUBLISHER FEES

9.6.1. MARKET OVERVIEW

9.6.2. MARKET SIZE & FORECAST

9.6.3. MARKET BY GEOGRAPHY

9.7. MERCHANDIZE & TICKETS

9.7.1. MARKET OVERVIEW

9.7.2. MARKET SIZE & FORECAST

9.7.3. MARKET BY GEOGRAPHY

10. GAME

10.1. MARKET SNAPSHOT & GROWTH ENGINE

10.2. MARKET OVERVIEW

10.3. MULTIPLAYER ONLINE BATTLE ARENA (MOBA)

10.3.1. MARKET OVERVIEW

10.3.2. MARKET SIZE & FORECAST

10.3.3. MARKET BY GEOGRAPHY

10.4. PLAYER VS. PLAYER (PVP)

10.4.1. MARKET OVERVIEW

10.4.2. MARKET SIZE & FORECAST

10.4.3. MARKET BY GEOGRAPHY

10.5. REAL-TIME STRATEGY (RTS)

10.5.1. MARKET OVERVIEW

10.5.2. MARKET SIZE & FORECAST

10.5.3. MARKET BY GEOGRAPHY

10.6. FIRST-PERSON SHOOTERS (FPS)

10.6.1. MARKET OVERVIEW

10.6.2. MARKET SIZE & FORECAST

10.6.3. MARKET BY GEOGRAPHY

10.7. MASSIVE MULTIPLAYER ONLINE GAMES (MMOG)

10.7.1. MARKET OVERVIEW

10.7.2. MARKET SIZE & FORECAST

10.7.3. MARKET BY GEOGRAPHY

11. PLATFORM

11.1. MARKET SNAPSHOT & GROWTH ENGINE

11.2. MARKET OVERVIEW

11.3. CONSOLES

11.3.1. MARKET OVERVIEW

11.3.2. MARKET SIZE & FORECAST

11.3.3. MARKET BY GEOGRAPHY

11.4. PC

11.4.1. MARKET OVERVIEW

11.4.2. MARKET SIZE & FORECAST

11.4.3. MARKET BY GEOGRAPHY

11.5. MOBILE PHONES & TABLETS

11.5.1. MARKET OVERVIEW

11.5.2. MARKET SIZE & FORECAST

11.5.3. MARKET BY GEOGRAPHY

12. GEOGRAPHY

12.1. MARKET SNAPSHOT & GROWTH ENGINE

12.2. GEOGRAPHIC OVERVIEW

13. NORTH AMERICA

13.1. MARKET OVERVIEW

13.2. MARKET SIZE & FORECAST

13.3. REVENUE

13.3.1. MARKET SIZE & FORECAST

13.4. GAME

13.4.1. MARKET SIZE & FORECAST

13.5. PLATFORM

13.5.1. MARKET SIZE & FORECAST

13.6. KEY COUNTRIES

13.7. US: MARKET SIZE & FORECAST

13.8. CANADA: MARKET SIZE & FORECAST

14. APAC

14.1. MARKET OVERVIEW

14.2. MARKET SIZE & FORECAST

14.3. REVENUE

14.3.1. MARKET SIZE & FORECAST

14.4. GAME

14.4.1. MARKET SIZE & FORECAST

14.5. PLATFORM

14.5.1. MARKET SIZE & FORECAST

14.6. KEY COUNTRIES

14.7. CHINA: MARKET SIZE & FORECAST

14.8. SOUTH KOREA: MARKET SIZE & FORECAST

14.9. JAPAN: MARKET SIZE & FORECAST

14.10. INDIA: MARKET SIZE & FORECAST

14.11. AUSTRALIA: MARKET SIZE & FORECAST

14.12. VIETNAM: MARKET SIZE & FORECAST

15. EUROPE

15.1. MARKET OVERVIEW

15.2. MARKET SIZE & FORECAST

15.3. REVENUE

15.3.1. MARKET SIZE & FORECAST

15.4. GAME

15.4.1. MARKET SIZE & FORECAST

15.5. PLATFORM

15.5.1. MARKET SIZE & FORECAST

15.6. KEY COUNTRIES

15.7. UK: MARKET SIZE & FORECAST

15.8. FRANCE: MARKET SIZE & FORECAST

15.9. GERMANY: MARKET SIZE & FORECAST

15.10. ITALY: MARKET SIZE & FORECAST

15.11. POLAND: MARKET SIZE & FORECAST

15.12. SPAIN: MARKET SIZE & FORECAST

15.13. SWEDEN: MARKET SIZE & FORECAST

16. LATIN AMERICA

16.1. MARKET OVERVIEW

16.2. MARKET SIZE & FORECAST

16.3. REVENUE

16.3.1. MARKET SIZE & FORECAST

16.4. GAME

16.4.1. MARKET SIZE & FORECAST

16.5. PLATFORM

16.5.1. MARKET SIZE & FORECAST

16.6. KEY COUNTRIES

16.7. BRAZIL: MARKET SIZE & FORECAST

16.8. MEXICO: MARKET SIZE & FORECAST

16.9. ARGENTINA: MARKET SIZE & FORECAST

16.10. CHILE: MARKET SIZE & FORECAST

17. MIDDLE EAST & AFRICA

17.1. MARKET OVERVIEW

17.2. MARKET SIZE & FORECAST

17.3. REVENUE

17.3.1. MARKET SIZE & FORECAST

17.4. GAME

17.4.1. MARKET SIZE & FORECAST

17.5. PLATFORM

17.5.1. MARKET SIZE & FORECAST

17.6. KEY COUNTRIES

17.7. UAE: MARKET SIZE & FORECAST

17.8. SAUDI ARABIA: MARKET SIZE & FORECAST

17.9. SOUTH AFRICA: MARKET SIZE & FORECAST

17.10. EGYPT: MARKET SIZE & FORECAST

18. COMPETITIVE LANDSCAPE

18.1. COMPETITION OVERVIEW

18.2. MARKET SHARE ANALYSIS

19. KEY COMPANY PROFILES

19.1. ELECTRONIC ARTS

19.1.1. BUSINESS OVERVIEW

19.1.2. ELECTRONIC ARTS IN ESPORTS MARKET

19.1.3. PRODUCT OFFERINGS

19.1.4. KEY STRATEGIES

19.1.5. KEY STRENGTHS

19.1.6. KEY OPPORTUNITIES

19.2. ESL FACEIT GROUP

19.2.1. BUSINESS OVERVIEW

19.2.2. PRODUCT OFFERINGS

19.2.3. KEY STRATEGIES

19.2.4. KEY STRENGTHS

19.2.5. KEY OPPORTUNITIES

19.3. MICROSOFT

19.3.1. BUSINESS OVERVIEW

19.3.2. PRODUCT OFFERINGS

19.3.3. KEY STRATEGIES

19.3.4. KEY STRENGTHS

19.3.5. KEY OPPORTUNITIES

19.4. SONY GROUP CORPORATION

19.4.1. BUSINESS OVERVIEW

19.4.2. PRODUCT OFFERINGS

19.4.3. KEY STRATEGIES

19.4.4. KEY STRENGTHS

19.4.5. KEY OPPORTUNITIES

19.5. TAKE-TWO INTERACTIVE SOFTWARE

19.5.1. BUSINESS OVERVIEW

19.5.2. TAKE-TWO INTERACTIVE SOFTWARE IN ESPORTS MARKET

19.5.3. PRODUCT OFFERINGS

19.5.4. KEY STRATEGIES

19.5.5. KEY STRENGTHS

19.5.6. KEY OPPORTUNITIES

19.6. TENCENT

19.6.1. BUSINESS OVERVIEW

19.6.2. TENCENT IN ESPORTS MARKET

19.6.3. PRODUCT OFFERINGS

19.6.4. KEY STRATEGIES

19.6.5. KEY STRENGTHS

19.6.6. KEY OPPORTUNITIES

20. OTHER PROMINENT VENDORS

20.1. 100 THIEVES

20.1.1. BUSINESS OVERVIEW

20.1.2. PRODUCT OFFERINGS

20.2. AKSYS GAMES

20.2.1. BUSINESS OVERVIEW

20.2.2. PRODUCT OFFERINGS

20.3. BANDAI NAMCO ENTERTAINMENT

20.3.1. BUSINESS OVERVIEW

20.3.2. PRODUCT OFFERINGS

20.4. CAPCOM

20.4.1. BUSINESS OVERVIEW

20.4.2. PRODUCT OFFERINGS

20.5. CLOUD9 ESPORTS

20.5.1. BUSINESS OVERVIEW

20.5.2. PRODUCT OFFERINGS

20.6. CRYTEK

20.6.1. BUSINESS OVERVIEW

20.6.2. PRODUCT OFFERINGS

20.7. DEEP SILVER

20.7.1. BUSINESS OVERVIEW

20.7.2. PRODUCT OFFERINGS

20.8. FNATIC LTD

20.8.1. BUSINESS OVERVIEW

20.8.2. PRODUCT OFFERINGS

20.9. FRENZY ARENA

20.9.1. BUSINESS OVERVIEW

20.9.2. PRODUCT OFFERINGS

20.10. G ESPORTS HOLDING

20.10.1. BUSINESS OVERVIEW

20.10.2. PRODUCT OFFERINGS

20.11. GAIMIN GLADIATORS

20.11.1. BUSINESS OVERVIEW

20.11.2. PRODUCT OFFERINGS

20.12. GAMEFORGE

20.12.1. BUSINESS OVERVIEW

20.12.2. PRODUCT OFFERINGS

20.13. COM2US HOLDINGS

20.13.1. BUSINESS OVERVIEW

20.13.2. PRODUCT OFFERINGS

20.14. GEN.G ESPORTS

20.14.1. BUSINESS OVERVIEW

20.14.2. PRODUCT OFFERINGS

20.15. HI-REZ STUDIOS

20.15.1. BUSINESS OVERVIEW

20.15.2. PRODUCT OFFERINGS

20.16. HUYA INC.

20.16.1. BUSINESS OVERVIEW

20.16.2. PRODUCT OFFERINGS

20.17. KABAM

20.17.1. BUSINESS OVERVIEW

20.17.2. PRODUCT OFFERINGS

20.18. KARMINE CORP

20.18.1. BUSINESS OVERVIEW

20.18.2. PRODUCT OFFERINGS

20.19. KINGUIN.NET

20.19.1. BUSINESS OVERVIEW

20.19.2. PRODUCT OFFERINGS

20.20. KONAMI HOLDINGS CORPORATION

20.20.1. BUSINESS OVERVIEW

20.20.2. PRODUCT OFFERINGS

20.21. NCSOFT

20.21.1. BUSINESS OVERVIEW

20.21.2. PRODUCT OFFERINGS

20.22. NEOWIZ GAMES

20.22.1. BUSINESS OVERVIEW

20.22.2. PRODUCT OFFERINGS

20.23. NINTENDO

20.23.1. BUSINESS OVERVIEW

20.23.2. PRODUCT OFFERINGS

20.24. NIVAL

20.24.1. BUSINESS OVERVIEW

20.24.2. PRODUCT OFFERINGS

20.25. NRG

20.25.1. BUSINESS OVERVIEW

20.25.2. PRODUCT OFFERINGS

20.26. SEGA

20.26.1. BUSINESS OVERVIEW

20.26.2. PRODUCT OFFERINGS

20.27. SK TELECOM CS T1 CO

20.27.1. BUSINESS OVERVIEW

20.27.2. PRODUCT OFFERINGS

20.28. SPACE STATION GAMING

20.28.1. BUSINESS OVERVIEW

20.28.2. PRODUCT OFFERINGS

20.29. SUPER EVIL MEGACORP

20.29.1. BUSINESS OVERVIEW

20.29.2. PRODUCT OFFERINGS

20.30. TALON ESPORTS

20.30.1. BUSINESS OVERVIEW

20.30.2. PRODUCT OFFERINGS

20.31. TWITCH INTERACTIVE

20.31.1. BUSINESS OVERVIEW

20.31.2. PRODUCT OFFERINGS

20.32. VALVE CORPORATION

20.32.1. BUSINESS OVERVIEW

20.32.2. PRODUCT OFFERINGS

20.33. WARGAMING GROUP LIMITED

20.33.1. BUSINESS OVERVIEW

20.33.2. PRODUCT OFFERINGS

21. REPORT SUMMARY

21.1. KEY TAKEAWAYS

21.2. STRATEGIC RECOMMENDATIONS

22. QUANTITATIVE SUMMARY

22.1. MARKET BY GEOGRAPHY

22.2. REVENUE: MARKET SIZE & FORECAST

22.3. GAME: MARKET SIZE & FORECAST

22.4. PLATFORM: MARKET SIZE & FORECAST

22.5. NORTH AMERICA

22.5.1. REVENUE: MARKET SIZE & FORECAST

22.5.2. GAME: MARKET SIZE & FORECAST

22.5.3. PLATFORM: MARKET SIZE & FORECAST

22.6. APAC

22.6.1. REVENUE: MARKET SIZE & FORECAST

22.6.2. GAME: MARKET SIZE & FORECAST

22.6.3. PLATFORM: MARKET SIZE & FORECAST

22.7. EUROPE

22.7.1. REVENUE: MARKET SIZE & FORECAST

22.7.2. GAME: MARKET SIZE & FORECAST

22.7.3. PLATFORM: MARKET SIZE & FORECAST

22.8. MIDDLE EAST &AFRICA

22.8.1. REVENUE: MARKET SIZE & FORECAST

22.8.2. GAME: MARKET SIZE & FORECAST

22.8.3. PLATFORM: MARKET SIZE & FORECAST

22.9. LATIN AMERICA

22.9.1. REVENUE: MARKET SIZE & FORECAST

22.9.2. GAME: MARKET SIZE & FORECAST

22.9.3. PLATFORM: MARKET SIZE & FORECAST

23. APPENDIX

23.1. RESEARCH METHODOLOGY

23.2. RESEARCH PROCESS

23.3. REPORT ASSUMPTIONS & CAVEATS

23.3.1. KEY CAVEATS

23.3.2. CURRENCY CONVERSION

23.4. ABBREVIATIONS

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Frequently Asked Questions

What is the growth rate of the global esports market?

The global esports market is expected to grow at a CAGR of 17.48% from 2023 to 2029.

Which region dominates the global esports market share?

North America held the largest global esports market share, accounting for over 44% in 2023.

How big is the global esports market?

The global esports market size was valued at USD 1.96 billion in 2023 and is expected to reach USD 5.17 billion by 2029.

What are the significant trends in the global esports market?

Growing adoption of AR and VR in esports, growing outlook of mobile e-sports, and growing popularity of e-sports among Genz and millennials are significant trends in the esports industry.

Who are the key players in the global esports market?

Electronic Arts Inc., ESL FACEIT Group, Microsoft, Sony Group Corporation, Take-Two Interactive Software, and Tencent are the key players in the global esports market.