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Product Code IW091570745HLM
Published Date 2022/1/31
English160 PagesNorth America

NORTH AMERICA ESPORTS MARKET FORECAST 2022-2030ConsumerGoods_Retail Market


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Product Code IW091570745HLM◆The Jan 2026 edition is also likely available. We will check with the publisher immediately.
Published Date 2022/1/31
English 160 PagesNorth America

NORTH AMERICA ESPORTS MARKET FORECAST 2022-2030ConsumerGoods_Retail Market



Abstract


Summary

KEY FINDINGS The North America eSports market is expected to grow at a CAGR of 21.87% during the forecast period, 2022-2030. The increasing franchises and sponsorships and high price money for the top players drive market growth. MARKET INSIGHTS Canada and the United States are evaluated for the North America eSports market growth assessment. Canada’s diverse gaming industry is thriving, encompassing online gambling to fantasy football and online multiplayer first-person shooter games. Gaming is a lucrative business in the country, offering employment to artists, programmers, producers, and game designers. Further, technological advancements, innovations, shifting public perception, and consumer preferences for new products contribute to market growth. Also, such aspects have attracted the attention of international companies seeking a strong presence in Canada. In addition, capital investment and new businesses have benefited local economies. Moreover, new product launches and market entry collaborations are common among vendors. For instance, OverActive Media, a Canadian eSports and entertainment company, and EPOS, a Danish audio and video company, announced a multi-year partnership in January 2021. Besides, in the United States, many popular eSports have adopted a franchise model. At the same time, the eSports industry in the country is devoid of regulations. This is attributed to the unique relationship between the states and the federal government, with each state having its own set of laws for eSports tournaments and leagues. Such aspects constitute the North American eSports market. COMPETITIVE INSIGHTS Some of the prominent firms in the market include Activision Blizzard, Capcom Co Ltd, Epic Games, Electronic Arts, 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 NORTH AMERICA
      • 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 STATES
        • 10.1.5.2 CANADA
  • 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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