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Global E-Sports Market Research Report 2024(Status and Outlook)

September 2024 | 102 pages | ID: G2ACAE2F7114EN
Bosson Research

US$ 3,200.00

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Report Overview:

E-sports (also known as electronic sports, esports, eSports) are a form of competition using video games.

The Global E-Sports Market Size was estimated at USD 922.78 million in 2023 and is projected to reach USD 2145.60 million by 2029, exhibiting a CAGR of 15.10% during the forecast period.

This report provides a deep insight into the global E-Sports market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc.

The analysis helps the reader to shape the competition within the industries and strategies for the competitive environment to enhance the potential profit. Furthermore, it provides a simple framework for evaluating and accessing the position of the business organization. The report structure also focuses on the competitive landscape of the Global E-Sports Market, this report introduces in detail the market share, market performance, product situation, operation situation, etc. of the main players, which helps the readers in the industry to identify the main competitors and deeply understand the competition pattern of the market.

In a word, this report is a must-read for industry players, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the E-Sports market in any manner.

Global E-Sports Market: Market Segmentation Analysis

The research report includes specific segments by region (country), manufacturers, Type, and Application. Market segmentation creates subsets of a market based on product type, end-user or application, Geographic, and other factors. By understanding the market segments, the decision-maker can leverage this targeting in the product, sales, and marketing strategies. Market segments can power your product development cycles by informing how you create product offerings for different segments.

Key Company

Activision Blizzard

Epic Games

Nintendo

Riot Games

Valve Corporation

Wargaming.Net

EA Sports

Hi-Rez Studios

Microsoft Studios

Ubisoft Entertainment

Market Segmentation (by Type)

Multiplayer Online Battle Arena (MOBA)

First-Person Shooter (FPS)

Real-Time Strategy (RTS)

Other

Market Segmentation (by Application)

Professional

Amateur

Geographic Segmentation
  • North America (USA, Canada, Mexico)
  • Europe (Germany, UK, France, Russia, Italy, Rest of Europe)
  • Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)
  • South America (Brazil, Argentina, Columbia, Rest of South America)
  • The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Rest of MEA)
Key Benefits of This Market Research:
  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the E-Sports Market
  • Overview of the regional outlook of the E-Sports Market:
Key Reasons to Buy this Report:
  • Access to date statistics compiled by our researchers. These provide you with historical and forecast data, which is analyzed to tell you why your market is set to change
  • This enables you to anticipate market changes to remain ahead of your competitors
  • You will be able to copy data from the Excel spreadsheet straight into your marketing plans, business presentations, or other strategic documents
  • The concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly
  • Provision of market value (USD Billion) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry concerning recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes in-depth analysis of the market from various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come
  • 6-month post-sales analyst support
Customization of the Report

In case of any queries or customization requirements, please connect with our sales team, who will ensure that your requirements are met.

Note: this report may need to undergo a final check or review and this could take about 48 hours.

Chapter Outline

Chapter 1 mainly introduces the statistical scope of the report, market division standards, and market research methods.

Chapter 2 is an executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the E-Sports Market and its likely evolution in the short to mid-term, and long term.

Chapter 3 makes a detailed analysis of the Market's Competitive Landscape of the market and provides the market share, capacity, output, price, latest development plan, merger, and acquisition information of the main manufacturers in the market.

Chapter 4 is the analysis of the whole market industrial chain, including the upstream and downstream of the industry, as well as Porter's five forces analysis.

Chapter 5 introduces the latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 6 provides the analysis of various market segments according to product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 7 provides the analysis of various market segments according to application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 8 provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.

Chapter 9 introduces the basic situation of the main companies in the market in detail, including product sales revenue, sales volume, price, gross profit margin, market share, product introduction, recent development, etc.

Chapter 10 provides a quantitative analysis of the market size and development potential of each region in the next five years.

Chapter 11 provides a quantitative analysis of the market size and development potential of each market segment (product type and application) in the next five years.

Chapter 12 is the main points and conclusions of the report.
1 RESEARCH METHODOLOGY AND STATISTICAL SCOPE

1.1 Market Definition and Statistical Scope of E-Sports
1.2 Key Market Segments
  1.2.1 E-Sports Segment by Type
  1.2.2 E-Sports Segment by Application
1.3 Methodology & Sources of Information
  1.3.1 Research Methodology
  1.3.2 Research Process
  1.3.3 Market Breakdown and Data Triangulation
  1.3.4 Base Year
  1.3.5 Report Assumptions & Caveats

2 E-SPORTS MARKET OVERVIEW

2.1 Global Market Overview
2.2 Market Segment Executive Summary
2.3 Global Market Size by Region

3 E-SPORTS MARKET COMPETITIVE LANDSCAPE

3.1 Global E-Sports Revenue Market Share by Company (2019-2024)
3.2 E-Sports Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Company E-Sports Market Size Sites, Area Served, Product Type
3.4 E-Sports Market Competitive Situation and Trends
  3.4.1 E-Sports Market Concentration Rate
  3.4.2 Global 5 and 10 Largest E-Sports Players Market Share by Revenue
  3.4.3 Mergers & Acquisitions, Expansion

4 E-SPORTS VALUE CHAIN ANALYSIS

4.1 E-Sports Value Chain Analysis
4.2 Midstream Market Analysis
4.3 Downstream Customer Analysis

5 THE DEVELOPMENT AND DYNAMICS OF E-SPORTS MARKET

5.1 Key Development Trends
5.2 Driving Factors
5.3 Market Challenges
5.4 Market Restraints
5.5 Industry News
  5.5.1 Mergers & Acquisitions
  5.5.2 Expansions
  5.5.3 Collaboration/Supply Contracts
5.6 Industry Policies

6 E-SPORTS MARKET SEGMENTATION BY TYPE

6.1 Evaluation Matrix of Segment Market Development Potential (Type)
6.2 Global E-Sports Market Size Market Share by Type (2019-2024)
6.3 Global E-Sports Market Size Growth Rate by Type (2019-2024)

7 E-SPORTS MARKET SEGMENTATION BY APPLICATION

7.1 Evaluation Matrix of Segment Market Development Potential (Application)
7.2 Global E-Sports Market Size (M USD) by Application (2019-2024)
7.3 Global E-Sports Market Size Growth Rate by Application (2019-2024)

8 E-SPORTS MARKET SEGMENTATION BY REGION

8.1 Global E-Sports Market Size by Region
  8.1.1 Global E-Sports Market Size by Region
  8.1.2 Global E-Sports Market Size Market Share by Region
8.2 North America
  8.2.1 North America E-Sports Market Size by Country
  8.2.2 U.S.
  8.2.3 Canada
  8.2.4 Mexico
8.3 Europe
  8.3.1 Europe E-Sports Market Size by Country
  8.3.2 Germany
  8.3.3 France
  8.3.4 U.K.
  8.3.5 Italy
  8.3.6 Russia
8.4 Asia Pacific
  8.4.1 Asia Pacific E-Sports Market Size by Region
  8.4.2 China
  8.4.3 Japan
  8.4.4 South Korea
  8.4.5 India
  8.4.6 Southeast Asia
8.5 South America
  8.5.1 South America E-Sports Market Size by Country
  8.5.2 Brazil
  8.5.3 Argentina
  8.5.4 Columbia
8.6 Middle East and Africa
  8.6.1 Middle East and Africa E-Sports Market Size by Region
  8.6.2 Saudi Arabia
  8.6.3 UAE
  8.6.4 Egypt
  8.6.5 Nigeria
  8.6.6 South Africa

9 KEY COMPANIES PROFILE

9.1 Activision Blizzard
  9.1.1 Activision Blizzard E-Sports Basic Information
  9.1.2 Activision Blizzard E-Sports Product Overview
  9.1.3 Activision Blizzard E-Sports Product Market Performance
  9.1.4 Activision Blizzard E-Sports SWOT Analysis
  9.1.5 Activision Blizzard Business Overview
  9.1.6 Activision Blizzard Recent Developments
9.2 Epic Games
  9.2.1 Epic Games E-Sports Basic Information
  9.2.2 Epic Games E-Sports Product Overview
  9.2.3 Epic Games E-Sports Product Market Performance
  9.2.4 Activision Blizzard E-Sports SWOT Analysis
  9.2.5 Epic Games Business Overview
  9.2.6 Epic Games Recent Developments
9.3 Nintendo
  9.3.1 Nintendo E-Sports Basic Information
  9.3.2 Nintendo E-Sports Product Overview
  9.3.3 Nintendo E-Sports Product Market Performance
  9.3.4 Activision Blizzard E-Sports SWOT Analysis
  9.3.5 Nintendo Business Overview
  9.3.6 Nintendo Recent Developments
9.4 Riot Games
  9.4.1 Riot Games E-Sports Basic Information
  9.4.2 Riot Games E-Sports Product Overview
  9.4.3 Riot Games E-Sports Product Market Performance
  9.4.4 Riot Games Business Overview
  9.4.5 Riot Games Recent Developments
9.5 Valve Corporation
  9.5.1 Valve Corporation E-Sports Basic Information
  9.5.2 Valve Corporation E-Sports Product Overview
  9.5.3 Valve Corporation E-Sports Product Market Performance
  9.5.4 Valve Corporation Business Overview
  9.5.5 Valve Corporation Recent Developments
9.6 Wargaming.Net
  9.6.1 Wargaming.Net E-Sports Basic Information
  9.6.2 Wargaming.Net E-Sports Product Overview
  9.6.3 Wargaming.Net E-Sports Product Market Performance
  9.6.4 Wargaming.Net Business Overview
  9.6.5 Wargaming.Net Recent Developments
9.7 EA Sports
  9.7.1 EA Sports E-Sports Basic Information
  9.7.2 EA Sports E-Sports Product Overview
  9.7.3 EA Sports E-Sports Product Market Performance
  9.7.4 EA Sports Business Overview
  9.7.5 EA Sports Recent Developments
9.8 Hi-Rez Studios
  9.8.1 Hi-Rez Studios E-Sports Basic Information
  9.8.2 Hi-Rez Studios E-Sports Product Overview
  9.8.3 Hi-Rez Studios E-Sports Product Market Performance
  9.8.4 Hi-Rez Studios Business Overview
  9.8.5 Hi-Rez Studios Recent Developments
9.9 Microsoft Studios
  9.9.1 Microsoft Studios E-Sports Basic Information
  9.9.2 Microsoft Studios E-Sports Product Overview
  9.9.3 Microsoft Studios E-Sports Product Market Performance
  9.9.4 Microsoft Studios Business Overview
  9.9.5 Microsoft Studios Recent Developments
9.10 Ubisoft Entertainment
  9.10.1 Ubisoft Entertainment E-Sports Basic Information
  9.10.2 Ubisoft Entertainment E-Sports Product Overview
  9.10.3 Ubisoft Entertainment E-Sports Product Market Performance
  9.10.4 Ubisoft Entertainment Business Overview
  9.10.5 Ubisoft Entertainment Recent Developments

10 E-SPORTS REGIONAL MARKET FORECAST

10.1 Global E-Sports Market Size Forecast
10.2 Global E-Sports Market Forecast by Region
  10.2.1 North America Market Size Forecast by Country
  10.2.2 Europe E-Sports Market Size Forecast by Country
  10.2.3 Asia Pacific E-Sports Market Size Forecast by Region
  10.2.4 South America E-Sports Market Size Forecast by Country
  10.2.5 Middle East and Africa Forecasted Consumption of E-Sports by Country

11 FORECAST MARKET BY TYPE AND BY APPLICATION (2025-2030)

11.1 Global E-Sports Market Forecast by Type (2025-2030)
11.2 Global E-Sports Market Forecast by Application (2025-2030)

12 CONCLUSION AND KEY FINDINGS

LIST OF TABLES

Table 1. Introduction of the Type
Table 2. Introduction of the Application
Table 3. Market Size (M USD) Segment Executive Summary
Table 4. E-Sports Market Size Comparison by Region (M USD)
Table 5. Global E-Sports Revenue (M USD) by Company (2019-2024)
Table 6. Global E-Sports Revenue Share by Company (2019-2024)
Table 7. Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in E-Sports as of 2022)
Table 8. Company E-Sports Market Size Sites and Area Served
Table 9. Company E-Sports Product Type
Table 10. Global E-Sports Company Market Concentration Ratio (CR5 and HHI)
Table 11. Mergers & Acquisitions, Expansion Plans
Table 12. Value Chain Map of E-Sports
Table 13. Midstream Market Analysis
Table 14. Downstream Customer Analysis
Table 15. Key Development Trends
Table 16. Driving Factors
Table 17. E-Sports Market Challenges
Table 18. Global E-Sports Market Size by Type (M USD)
Table 19. Global E-Sports Market Size (M USD) by Type (2019-2024)
Table 20. Global E-Sports Market Size Share by Type (2019-2024)
Table 21. Global E-Sports Market Size Growth Rate by Type (2019-2024)
Table 22. Global E-Sports Market Size by Application
Table 23. Global E-Sports Market Size by Application (2019-2024) & (M USD)
Table 24. Global E-Sports Market Share by Application (2019-2024)
Table 25. Global E-Sports Market Size Growth Rate by Application (2019-2024)
Table 26. Global E-Sports Market Size by Region (2019-2024) & (M USD)
Table 27. Global E-Sports Market Size Market Share by Region (2019-2024)
Table 28. North America E-Sports Market Size by Country (2019-2024) & (M USD)
Table 29. Europe E-Sports Market Size by Country (2019-2024) & (M USD)
Table 30. Asia Pacific E-Sports Market Size by Region (2019-2024) & (M USD)
Table 31. South America E-Sports Market Size by Country (2019-2024) & (M USD)
Table 32. Middle East and Africa E-Sports Market Size by Region (2019-2024) & (M USD)
Table 33. Activision Blizzard E-Sports Basic Information
Table 34. Activision Blizzard E-Sports Product Overview
Table 35. Activision Blizzard E-Sports Revenue (M USD) and Gross Margin (2019-2024)
Table 36. Activision Blizzard E-Sports SWOT Analysis
Table 37. Activision Blizzard Business Overview
Table 38. Activision Blizzard Recent Developments
Table 39. Epic Games E-Sports Basic Information
Table 40. Epic Games E-Sports Product Overview
Table 41. Epic Games E-Sports Revenue (M USD) and Gross Margin (2019-2024)
Table 42. Activision Blizzard E-Sports SWOT Analysis
Table 43. Epic Games Business Overview
Table 44. Epic Games Recent Developments
Table 45. Nintendo E-Sports Basic Information
Table 46. Nintendo E-Sports Product Overview
Table 47. Nintendo E-Sports Revenue (M USD) and Gross Margin (2019-2024)
Table 48. Activision Blizzard E-Sports SWOT Analysis
Table 49. Nintendo Business Overview
Table 50. Nintendo Recent Developments
Table 51. Riot Games E-Sports Basic Information
Table 52. Riot Games E-Sports Product Overview
Table 53. Riot Games E-Sports Revenue (M USD) and Gross Margin (2019-2024)
Table 54. Riot Games Business Overview
Table 55. Riot Games Recent Developments
Table 56. Valve Corporation E-Sports Basic Information
Table 57. Valve Corporation E-Sports Product Overview
Table 58. Valve Corporation E-Sports Revenue (M USD) and Gross Margin (2019-2024)
Table 59. Valve Corporation Business Overview
Table 60. Valve Corporation Recent Developments
Table 61. Wargaming.Net E-Sports Basic Information
Table 62. Wargaming.Net E-Sports Product Overview
Table 63. Wargaming.Net E-Sports Revenue (M USD) and Gross Margin (2019-2024)
Table 64. Wargaming.Net Business Overview
Table 65. Wargaming.Net Recent Developments
Table 66. EA Sports E-Sports Basic Information
Table 67. EA Sports E-Sports Product Overview
Table 68. EA Sports E-Sports Revenue (M USD) and Gross Margin (2019-2024)
Table 69. EA Sports Business Overview
Table 70. EA Sports Recent Developments
Table 71. Hi-Rez Studios E-Sports Basic Information
Table 72. Hi-Rez Studios E-Sports Product Overview
Table 73. Hi-Rez Studios E-Sports Revenue (M USD) and Gross Margin (2019-2024)
Table 74. Hi-Rez Studios Business Overview
Table 75. Hi-Rez Studios Recent Developments
Table 76. Microsoft Studios E-Sports Basic Information
Table 77. Microsoft Studios E-Sports Product Overview
Table 78. Microsoft Studios E-Sports Revenue (M USD) and Gross Margin (2019-2024)
Table 79. Microsoft Studios Business Overview
Table 80. Microsoft Studios Recent Developments
Table 81. Ubisoft Entertainment E-Sports Basic Information
Table 82. Ubisoft Entertainment E-Sports Product Overview
Table 83. Ubisoft Entertainment E-Sports Revenue (M USD) and Gross Margin (2019-2024)
Table 84. Ubisoft Entertainment Business Overview
Table 85. Ubisoft Entertainment Recent Developments
Table 86. Global E-Sports Market Size Forecast by Region (2025-2030) & (M USD)
Table 87. North America E-Sports Market Size Forecast by Country (2025-2030) & (M USD)
Table 88. Europe E-Sports Market Size Forecast by Country (2025-2030) & (M USD)
Table 89. Asia Pacific E-Sports Market Size Forecast by Region (2025-2030) & (M USD)
Table 90. South America E-Sports Market Size Forecast by Country (2025-2030) & (M USD)
Table 91. Middle East and Africa E-Sports Market Size Forecast by Country (2025-2030) & (M USD)
Table 92. Global E-Sports Market Size Forecast by Type (2025-2030) & (M USD)
Table 93. Global E-Sports Market Size Forecast by Application (2025-2030) & (M USD)

LIST OF FIGURES

Figure 1. Industrial Chain of E-Sports
Figure 2. Data Triangulation
Figure 3. Key Caveats
Figure 4. Global E-Sports Market Size (M USD), 2019-2030
Figure 5. Global E-Sports Market Size (M USD) (2019-2030)
Figure 6. Evaluation Matrix of Segment Market Development Potential (Type)
Figure 7. Evaluation Matrix of Segment Market Development Potential (Application)
Figure 8. Evaluation Matrix of Regional Market Development Potential
Figure 9. E-Sports Market Size by Country (M USD)
Figure 10. Global E-Sports Revenue Share by Company in 2023
Figure 11. E-Sports Market Share by Company Type (Tier 1, Tier 2 and Tier 3): 2023
Figure 12. The Global 5 and 10 Largest Players: Market Share by E-Sports Revenue in 2023
Figure 13. Evaluation Matrix of Segment Market Development Potential (Type)
Figure 14. Global E-Sports Market Share by Type
Figure 15. Market Size Share of E-Sports by Type (2019-2024)
Figure 16. Market Size Market Share of E-Sports by Type in 2022
Figure 17. Global E-Sports Market Size Growth Rate by Type (2019-2024)
Figure 18. Evaluation Matrix of Segment Market Development Potential (Application)
Figure 19. Global E-Sports Market Share by Application
Figure 20. Global E-Sports Market Share by Application (2019-2024)
Figure 21. Global E-Sports Market Share by Application in 2022
Figure 22. Global E-Sports Market Size Growth Rate by Application (2019-2024)
Figure 23. Global E-Sports Market Size Market Share by Region (2019-2024)
Figure 24. North America E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 25. North America E-Sports Market Size Market Share by Country in 2023
Figure 26. U.S. E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 27. Canada E-Sports Market Size (M USD) and Growth Rate (2019-2024)
Figure 28. Mexico E-Sports Market Size (Units) and Growth Rate (2019-2024)
Figure 29. Europe E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 30. Europe E-Sports Market Size Market Share by Country in 2023
Figure 31. Germany E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 32. France E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 33. U.K. E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 34. Italy E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 35. Russia E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 36. Asia Pacific E-Sports Market Size and Growth Rate (M USD)
Figure 37. Asia Pacific E-Sports Market Size Market Share by Region in 2023
Figure 38. China E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 39. Japan E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 40. South Korea E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 41. India E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 42. Southeast Asia E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 43. South America E-Sports Market Size and Growth Rate (M USD)
Figure 44. South America E-Sports Market Size Market Share by Country in 2023
Figure 45. Brazil E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 46. Argentina E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 47. Columbia E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 48. Middle East and Africa E-Sports Market Size and Growth Rate (M USD)
Figure 49. Middle East and Africa E-Sports Market Size Market Share by Region in 2023
Figure 50. Saudi Arabia E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 51. UAE E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 52. Egypt E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 53. Nigeria E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 54. South Africa E-Sports Market Size and Growth Rate (2019-2024) & (M USD)
Figure 55. Global E-Sports Market Size Forecast by Value (2019-2030) & (M USD)
Figure 56. Global E-Sports Market Share Forecast by Type (2025-2030)
Figure 57. Global E-Sports Market Share Forecast by Application (2025-2030)


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