Abstract
Summary
eSports can be termed as the electronic sports, professional video gaming or pro-gaming. It is an advanced form of competitive video gaming with competition at a professional level and in an organized format with a specific goal. The majority of the eSports played are team based games played in leagues or tournaments throughout the year.
LPI (LP Information)' newest research report, the “Electronic Sports (eSports) Industry Forecast” looks at past sales and reviews total world Electronic Sports (eSports) sales in 2022, providing a comprehensive analysis by region and market sector of projected Electronic Sports (eSports) sales for 2023 through 2029. With Electronic Sports (eSports) sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Electronic Sports (eSports) industry.
This Insight Report provides a comprehensive analysis of the global Electronic Sports (eSports) landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on Electronic Sports (eSports) portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Electronic Sports (eSports) market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Electronic Sports (eSports) and breaks down the forecast by type, by application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Electronic Sports (eSports).
The global Electronic Sports (eSports) market size is projected to grow from US$ million in 2022 to US$ million in 2029; it is expected to grow at a CAGR of % from 2023 to 2029.
The market is mainly driven by the increasing popularity of video games and growing awareness about esports.
This report presents a comprehensive overview, market shares, and growth opportunities of Electronic Sports (eSports) market by product type, application, key players and key regions and countries.
Market Segmentation:
Segmentation by type
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others
Segmentation by application
Online
Offline
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Modern Times Group (Sweden)
Activision Blizzard (US)
FACEIT (UK)
Total Entertainment Network (US)
Gfinity (UK)
Turner Broadcasting System (US)
CJ Corporation (South Korea)
Valve Corporation (US)
Tencent (China)
Electronic Arts (EA) (US)
Hi-Rez Studios (US)
KaBuM (Canada)
Wargaming Public (Cyprus)
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (China)
LPI (LP Information)' newest research report, the “Electronic Sports (eSports) Industry Forecast” looks at past sales and reviews total world Electronic Sports (eSports) sales in 2022, providing a comprehensive analysis by region and market sector of projected Electronic Sports (eSports) sales for 2023 through 2029. With Electronic Sports (eSports) sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Electronic Sports (eSports) industry.
This Insight Report provides a comprehensive analysis of the global Electronic Sports (eSports) landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on Electronic Sports (eSports) portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Electronic Sports (eSports) market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Electronic Sports (eSports) and breaks down the forecast by type, by application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Electronic Sports (eSports).
The global Electronic Sports (eSports) market size is projected to grow from US$ million in 2022 to US$ million in 2029; it is expected to grow at a CAGR of % from 2023 to 2029.
The market is mainly driven by the increasing popularity of video games and growing awareness about esports.
This report presents a comprehensive overview, market shares, and growth opportunities of Electronic Sports (eSports) market by product type, application, key players and key regions and countries.
Market Segmentation:
Segmentation by type
Media Rights (Subscription & Online Advertisement)
Tickets and Merchandise
Sponsorship & Direct Advertisement
Publisher Fees
Others
Segmentation by application
Online
Offline
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Modern Times Group (Sweden)
Activision Blizzard (US)
FACEIT (UK)
Total Entertainment Network (US)
Gfinity (UK)
Turner Broadcasting System (US)
CJ Corporation (South Korea)
Valve Corporation (US)
Tencent (China)
Electronic Arts (EA) (US)
Hi-Rez Studios (US)
KaBuM (Canada)
Wargaming Public (Cyprus)
Rovio Entertainment (Finland)
GungHo Online Entertainment (Japan)
Alisports (China)
Table of Contents
1 Scope of the Report
1.1 Market Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 Market Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
1.8 Market Estimation Caveats
2 Executive Summary
2.1 World Market Overview
2.1.1 Global Electronic Sports (eSports) Market Size 2018-2029
2.1.2 Electronic Sports (eSports) Market Size CAGR by Region 2018 VS 2022 VS 2029
2.2 Electronic Sports (eSports) Segment by Type
2.2.1 Media Rights (Subscription & Online Advertisement)
2.2.2 Tickets and Merchandise
2.2.3 Sponsorship & Direct Advertisement
2.2.4 Publisher Fees
2.2.5 Others
2.3 Electronic Sports (eSports) Market Size by Type
2.3.1 Electronic Sports (eSports) Market Size CAGR by Type (2018 VS 2022 VS 2029)
2.3.2 Global Electronic Sports (eSports) Market Size Market Share by Type (2018-2023)
2.4 Electronic Sports (eSports) Segment by Application
2.4.1 Online
2.4.2 Offline
2.5 Electronic Sports (eSports) Market Size by Application
2.5.1 Electronic Sports (eSports) Market Size CAGR by Application (2018 VS 2022 VS 2029)
2.5.2 Global Electronic Sports (eSports) Market Size Market Share by Application (2018-2023)
3 Electronic Sports (eSports) Market Size by Player
3.1 Electronic Sports (eSports) Market Size Market Share by Players
3.1.1 Global Electronic Sports (eSports) Revenue by Players (2018-2023)
3.1.2 Global Electronic Sports (eSports) Revenue Market Share by Players (2018-2023)
3.2 Global Electronic Sports (eSports) Key Players Head office and Products Offered
3.3 Market Concentration Rate Analysis
3.3.1 Competition Landscape Analysis
3.3.2 Concentration Ratio (CR3, CR5 and CR10) & (2021-2023)
3.4 New Products and Potential Entrants
3.5 Mergers & Acquisitions, Expansion
4 Electronic Sports (eSports) by Regions
4.1 Electronic Sports (eSports) Market Size by Regions (2018-2023)
4.2 Americas Electronic Sports (eSports) Market Size Growth (2018-2023)
4.3 APAC Electronic Sports (eSports) Market Size Growth (2018-2023)
4.4 Europe Electronic Sports (eSports) Market Size Growth (2018-2023)
4.5 Middle East & Africa Electronic Sports (eSports) Market Size Growth (2018-2023)
5 Americas
5.1 Americas Electronic Sports (eSports) Market Size by Country (2018-2023)
5.2 Americas Electronic Sports (eSports) Market Size by Type (2018-2023)
5.3 Americas Electronic Sports (eSports) Market Size by Application (2018-2023)
5.4 United States
5.5 Canada
5.6 Mexico
5.7 Brazil
6 APAC
6.1 APAC Electronic Sports (eSports) Market Size by Region (2018-2023)
6.2 APAC Electronic Sports (eSports) Market Size by Type (2018-2023)
6.3 APAC Electronic Sports (eSports) Market Size by Application (2018-2023)
6.4 China
6.5 Japan
6.6 Korea
6.7 Southeast Asia
6.8 India
6.9 Australia
7 Europe
7.1 Europe Electronic Sports (eSports) by Country (2018-2023)
7.2 Europe Electronic Sports (eSports) Market Size by Type (2018-2023)
7.3 Europe Electronic Sports (eSports) Market Size by Application (2018-2023)
7.4 Germany
7.5 France
7.6 UK
7.7 Italy
7.8 Russia
8 Middle East & Africa
8.1 Middle East & Africa Electronic Sports (eSports) by Region (2018-2023)
8.2 Middle East & Africa Electronic Sports (eSports) Market Size by Type (2018-2023)
8.3 Middle East & Africa Electronic Sports (eSports) Market Size by Application (2018-2023)
8.4 Egypt
8.5 South Africa
8.6 Israel
8.7 Turkey
8.8 GCC Countries
9 Market Drivers, Challenges and Trends
9.1 Market Drivers & Growth Opportunities
9.2 Market Challenges & Risks
9.3 Industry Trends
10 Global Electronic Sports (eSports) Market Forecast
10.1 Global Electronic Sports (eSports) Forecast by Regions (2024-2029)
10.1.1 Global Electronic Sports (eSports) Forecast by Regions (2024-2029)
10.1.2 Americas Electronic Sports (eSports) Forecast
10.1.3 APAC Electronic Sports (eSports) Forecast
10.1.4 Europe Electronic Sports (eSports) Forecast
10.1.5 Middle East & Africa Electronic Sports (eSports) Forecast
10.2 Americas Electronic Sports (eSports) Forecast by Country (2024-2029)
10.2.1 United States Electronic Sports (eSports) Market Forecast
10.2.2 Canada Electronic Sports (eSports) Market Forecast
10.2.3 Mexico Electronic Sports (eSports) Market Forecast
10.2.4 Brazil Electronic Sports (eSports) Market Forecast
10.3 APAC Electronic Sports (eSports) Forecast by Region (2024-2029)
10.3.1 China Electronic Sports (eSports) Market Forecast
10.3.2 Japan Electronic Sports (eSports) Market Forecast
10.3.3 Korea Electronic Sports (eSports) Market Forecast
10.3.4 Southeast Asia Electronic Sports (eSports) Market Forecast
10.3.5 India Electronic Sports (eSports) Market Forecast
10.3.6 Australia Electronic Sports (eSports) Market Forecast
10.4 Europe Electronic Sports (eSports) Forecast by Country (2024-2029)
10.4.1 Germany Electronic Sports (eSports) Market Forecast
10.4.2 France Electronic Sports (eSports) Market Forecast
10.4.3 UK Electronic Sports (eSports) Market Forecast
10.4.4 Italy Electronic Sports (eSports) Market Forecast
10.4.5 Russia Electronic Sports (eSports) Market Forecast
10.5 Middle East & Africa Electronic Sports (eSports) Forecast by Region (2024-2029)
10.5.1 Egypt Electronic Sports (eSports) Market Forecast
10.5.2 South Africa Electronic Sports (eSports) Market Forecast
10.5.3 Israel Electronic Sports (eSports) Market Forecast
10.5.4 Turkey Electronic Sports (eSports) Market Forecast
10.5.5 GCC Countries Electronic Sports (eSports) Market Forecast
10.6 Global Electronic Sports (eSports) Forecast by Type (2024-2029)
10.7 Global Electronic Sports (eSports) Forecast by Application (2024-2029)
11 Key Players Analysis
11.1 Modern Times Group (Sweden)
11.1.1 Modern Times Group (Sweden) Company Information
11.1.2 Modern Times Group (Sweden) Electronic Sports (eSports) Product Offered
11.1.3 Modern Times Group (Sweden) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.1.4 Modern Times Group (Sweden) Main Business Overview
11.1.5 Modern Times Group (Sweden) Latest Developments
11.2 Activision Blizzard (US)
11.2.1 Activision Blizzard (US) Company Information
11.2.2 Activision Blizzard (US) Electronic Sports (eSports) Product Offered
11.2.3 Activision Blizzard (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.2.4 Activision Blizzard (US) Main Business Overview
11.2.5 Activision Blizzard (US) Latest Developments
11.3 FACEIT (UK)
11.3.1 FACEIT (UK) Company Information
11.3.2 FACEIT (UK) Electronic Sports (eSports) Product Offered
11.3.3 FACEIT (UK) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.3.4 FACEIT (UK) Main Business Overview
11.3.5 FACEIT (UK) Latest Developments
11.4 Total Entertainment Network (US)
11.4.1 Total Entertainment Network (US) Company Information
11.4.2 Total Entertainment Network (US) Electronic Sports (eSports) Product Offered
11.4.3 Total Entertainment Network (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.4.4 Total Entertainment Network (US) Main Business Overview
11.4.5 Total Entertainment Network (US) Latest Developments
11.5 Gfinity (UK)
11.5.1 Gfinity (UK) Company Information
11.5.2 Gfinity (UK) Electronic Sports (eSports) Product Offered
11.5.3 Gfinity (UK) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.5.4 Gfinity (UK) Main Business Overview
11.5.5 Gfinity (UK) Latest Developments
11.6 Turner Broadcasting System (US)
11.6.1 Turner Broadcasting System (US) Company Information
11.6.2 Turner Broadcasting System (US) Electronic Sports (eSports) Product Offered
11.6.3 Turner Broadcasting System (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.6.4 Turner Broadcasting System (US) Main Business Overview
11.6.5 Turner Broadcasting System (US) Latest Developments
11.7 CJ Corporation (South Korea)
11.7.1 CJ Corporation (South Korea) Company Information
11.7.2 CJ Corporation (South Korea) Electronic Sports (eSports) Product Offered
11.7.3 CJ Corporation (South Korea) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.7.4 CJ Corporation (South Korea) Main Business Overview
11.7.5 CJ Corporation (South Korea) Latest Developments
11.8 Valve Corporation (US)
11.8.1 Valve Corporation (US) Company Information
11.8.2 Valve Corporation (US) Electronic Sports (eSports) Product Offered
11.8.3 Valve Corporation (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.8.4 Valve Corporation (US) Main Business Overview
11.8.5 Valve Corporation (US) Latest Developments
11.9 Tencent (China)
11.9.1 Tencent (China) Company Information
11.9.2 Tencent (China) Electronic Sports (eSports) Product Offered
11.9.3 Tencent (China) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.9.4 Tencent (China) Main Business Overview
11.9.5 Tencent (China) Latest Developments
11.10 Electronic Arts (EA) (US)
11.10.1 Electronic Arts (EA) (US) Company Information
11.10.2 Electronic Arts (EA) (US) Electronic Sports (eSports) Product Offered
11.10.3 Electronic Arts (EA) (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.10.4 Electronic Arts (EA) (US) Main Business Overview
11.10.5 Electronic Arts (EA) (US) Latest Developments
11.11 Hi-Rez Studios (US)
11.11.1 Hi-Rez Studios (US) Company Information
11.11.2 Hi-Rez Studios (US) Electronic Sports (eSports) Product Offered
11.11.3 Hi-Rez Studios (US) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.11.4 Hi-Rez Studios (US) Main Business Overview
11.11.5 Hi-Rez Studios (US) Latest Developments
11.12 KaBuM (Canada)
11.12.1 KaBuM (Canada) Company Information
11.12.2 KaBuM (Canada) Electronic Sports (eSports) Product Offered
11.12.3 KaBuM (Canada) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.12.4 KaBuM (Canada) Main Business Overview
11.12.5 KaBuM (Canada) Latest Developments
11.13 Wargaming Public (Cyprus)
11.13.1 Wargaming Public (Cyprus) Company Information
11.13.2 Wargaming Public (Cyprus) Electronic Sports (eSports) Product Offered
11.13.3 Wargaming Public (Cyprus) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.13.4 Wargaming Public (Cyprus) Main Business Overview
11.13.5 Wargaming Public (Cyprus) Latest Developments
11.14 Rovio Entertainment (Finland)
11.14.1 Rovio Entertainment (Finland) Company Information
11.14.2 Rovio Entertainment (Finland) Electronic Sports (eSports) Product Offered
11.14.3 Rovio Entertainment (Finland) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.14.4 Rovio Entertainment (Finland) Main Business Overview
11.14.5 Rovio Entertainment (Finland) Latest Developments
11.15 GungHo Online Entertainment (Japan)
11.15.1 GungHo Online Entertainment (Japan) Company Information
11.15.2 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Product Offered
11.15.3 GungHo Online Entertainment (Japan) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.15.4 GungHo Online Entertainment (Japan) Main Business Overview
11.15.5 GungHo Online Entertainment (Japan) Latest Developments
11.16 Alisports (China)
11.16.1 Alisports (China) Company Information
11.16.2 Alisports (China) Electronic Sports (eSports) Product Offered
11.16.3 Alisports (China) Electronic Sports (eSports) Revenue, Gross Margin and Market Share (2018-2023)
11.16.4 Alisports (China) Main Business Overview
11.16.5 Alisports (China) Latest Developments
12 Research Findings and Conclusion