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Product Code IW091570745HLL
Published Date 2022/1/31
English155 PagesEurope

EUROPE ESPORTS MARKET FORECAST 2022-2030ConsumerGoods_Retail Market


Report Thumbnail
Product Code IW091570745HLL◆The Jan 2026 edition is also likely available. We will check with the publisher immediately.
Published Date 2022/1/31
English 155 PagesEurope

EUROPE ESPORTS MARKET FORECAST 2022-2030ConsumerGoods_Retail Market



Abstract


Summary

KEY FINDINGS The Europe eSports market growth is anticipated to progress at a CAGR of 22.70% during the forecast period, 2022-2030. The increased popularity of eSports in Europe is accredited to the COVID-19 pandemic. Also, the region has an advanced and stable infrastructure with regard to the internet and other technologies. MARKET INSIGHTS Spain, Russia, Poland, Germany, the United Kingdom, Nordics, Italy, France, and Europe are assessed for the Europe eSports market growth analysis. Germany is one of the fastest-growing eSports markets globally. The SPD and CDU/CSU coalition in Germany collaborated to recognize eSports as an official sport in 2018. This contributed to the transformation of eSports in the country. Also, video games are increasingly popular in Germany. As per the German Games Industry Association, more than 40 million men and women play video games. In addition, several major eSports organizations have established themselves in the country. For instance, ESL is one of the most famous brands in Germany. In Russia, initiatives like the New Communication Internet Technologies roadmap approved by the government commission in July 2021 entails introducing e-sports educational programs in universities. As a result, video game development courses, the use of technology in the creation of films, data analysis courses, and e-sports classes are estimated to be available in various universities by December 2022. Besides, the mobile segment is projecting fast growth, accounting for the major percentage of total revenue in 2020. Such factors are expected to offer growth opportunities in these countries. COMPETITIVE INSIGHTS Some of the eminent market players include Riot Games Inc, Psyonix, Supercell, Nintendo Co Ltd, etc. Our report offerings include: • Explore key findings of the overall market • Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges) • Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions • Market Segmentation cater to a thorough assessment of key segments with their market estimations • Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share • Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc. • Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc. • Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments

Table of Contents

  • 1 RESEARCH SCOPE & METHODOLOGY

    • 1.1 STUDY OBJECTIVES
    • 1.2 SCOPE OF STUDY
    • 1.3 METHODOLOGY
    • 1.4 ASSUMPTIONS & LIMITATIONS
  • 2 EXECUTIVE SUMMARY

    • 2.1 MARKET SIZE & ESTIMATES
    • 2.2 MARKET OVERVIEW
  • 3 MARKET DYNAMICS

    • 3.1 MARKET SCOPE
    • 3.2 KEY DRIVERS
      • 3.2.1 IMPROVEMENT IN INTERNET SPEED AND ACCESSIBILITY
      • 3.2.2 LIVE STREAMING OF ESPORTS EVENTS
      • 3.2.3 IMPORTANCE OF CUSTOMER EXPERIENCE
      • 3.2.4 PRIZE MONEY INVOLVED IN ESPORTS
      • 3.2.5 SPONSORSHIPS & FRANCHISE
    • 3.3 KEY RESTRAINTS
      • 3.3.1 HEALTH CONCERNS
      • 3.3.2 LACK OF SINGLE REGULATORY BODY
  • 4 KEY ANALYTICS

    • 4.1 IMPACT OF COVID-19 ON ESPORTS MARKET
    • 4.2 KEY MARKET TRENDS
    • 4.3 PORTER’S FIVE FORCES ANALYSIS
      • 4.3.1 BUYERS POWER
      • 4.3.2 SUPPLIERS POWER
      • 4.3.3 SUBSTITUTION
      • 4.3.4 NEW ENTRANTS
      • 4.3.5 INDUSTRY RIVALRY
    • 4.4 OPPORTUNITY MATRIX
    • 4.5 VENDOR LANDSCAPE
  • 5 MARKET BY REVENUE STREAMS

    • 5.1 SPONSORSHIP
    • 5.2 MEDIA RIGHTS
    • 5.3 MERCHANDISE & TICKETS
    • 5.4 PUBLISHER FEES
    • 5.5 ADVERTISING
  • 6 MARKET BY GENRE

    • 6.1 MULTIPLAYER ONLINE BATTLE ARENA
    • 6.2 FIRST-PERSON SHOOTER
    • 6.3 BATTLE ROYALE GAME
    • 6.4 REAL-TIME STRATEGY
    • 6.5 OTHER GENRES
  • 7 MARKET BY DEVICE

    • 7.1 CONSOLE
    • 7.2 PERSONAL COMPUTER
    • 7.3 MOBILE
  • 8 MARKET BY GENDER

    • 8.1 MALE PARTICIPANTS
    • 8.2 FEMALE PARTICIPANTS
  • 9 MARKET BY AGE GROUP

    • 9.1 16-24 AGE GROUP
    • 9.2 25-34 AGE GROUP
    • 9.3 35-44 AGE GROUP
    • 9.4 44 AND ABOVE AGE GROUP
  • 10 GEOGRAPHICAL ANALYSIS

    • 10.1 EUROPE
      • 10.1.1 MARKET SIZE & ESTIMATES
      • 10.1.2 KEY GROWTH ENABLERS
      • 10.1.3 KEY CHALLENGES
      • 10.1.4 KEY PLAYERS
      • 10.1.5 COUNTRY ANALYSIS
        • 10.1.5.1 UNITED KINGDOM
        • 10.1.5.2 GERMANY
        • 10.1.5.3 FRANCE
        • 10.1.5.4 NORDICS
        • 10.1.5.5 ITALY
        • 10.1.5.6 RUSSIA
        • 10.1.5.7 SPAIN
        • 10.1.5.8 POLAND
        • 10.1.5.9 REST OF EUROPE
  • 11 COMPETITIVE LANDSCAPE

    • 11.1 KEY STRATEGIC DEVELOPMENTS
      • 11.1.1 MERGERS & ACQUISITIONS
      • 11.1.2 PRODUCT LAUNCHES & DEVELOPMENTS
      • 11.1.3 PARTNERSHIPS & AGREEMENTS
      • 11.1.4 BUSINESS EXPANSIONS & DIVESTITURES
    • 11.2 COMPANY PROFILES
      • 11.2.1 ACTIVISION BLIZZARD
      • 11.2.2 CAPCOM CO LTD
      • 11.2.3 ELECTRONIC ARTS
      • 11.2.4 EPIC GAMES
      • 11.2.5 NINTENDO CO LTD
      • 11.2.6 PSYONIX
      • 11.2.7 RIOT GAMES INC
      • 11.2.8 SUPERCELL
      • 11.2.9 TAKE-TWO INTERACTIVE
      • 11.2.10 VALVE CORPORATION
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