Product Code: CON007B
Highlights:
The global esports market reached $1.3 billion in 2022 and should reach $3 billion by 2027, with a compound annual growth rate (CAGR) of 17.5% during the forecast period of 2022-2027.
North American esports market reached $520.1 million in 2022 and should reach $1.1 billion by 2027, with a CAGR of 17% during the forecast period of 2022-2027.
Asia-Pacific esports market reached $418.9 million in 2022 and should reach $1 billion by 2027, with a CAGR of 20.4% during the forecast period of 2022-2027.
Report Scope:
The scope of this report is broad and covers the global markets for esports, which is organized globally to generate various types of revenue streams, ranging from media rights to sponsorships to tickets and merchandise. In this report, the esports market is segmented based on revenue streams, streaming type and region.
The report also offers insights on drivers, challenges and opportunities facing the esports market. These insights were gathered through primary and secondary research. Strategies adopted by companies in the esports market are provided so readers can analyze ongoing trends in the market. COVID-19 has had a massive impact on society since the start of 2020. This report considers the impact of COVID-19 and the economic slowdown it created. With people relying more on technology to pass the time during the period of social distance restrictions, demand for esports increased. It is expected that this demand will continue to increase in the forecast period.
The report also includes a discussion of the major players in each of the regional markets for esports. It explains the major market drivers of the global market for esports, the current trends within the industry and the regional dynamics of the esports market. The report concludes with a special focus on the vendor landscape, which includes detailed profiles of the major vendors in the esports industry globally.
Report Includes:
- 61 data tables and 23 additional tables
- An overview of global esports market
- Analyses of global market trends, with data from 2021 and 2022, and projections of compound annual growth rates (CAGRs) through 2027
- Highlights of the market potential for esports market based on revenue stream, streaming type, gaming genre and region
- Analysis of the market dynamics, specifically growth drivers, restraints, and opportunities; and discussion on development of virtual sports and safety issues and frauds related to gaming transactions
- Information on popular esports games and market analysis of target audience
- Detailed description about revenue streams of esports market, i.e., media rights, advertising, tickets and merchandise sales, sponsorships, and publisher fees
- Coverage of esports market landscape and involved parties
- Company profiles of major players within the industry, including Amazon, CJ Corp., Microsoft Corp., Sony Corp. and Tencent Holdings Ltd.
Table of Contents
Chapter 1 Introduction
- 1.1 Study Goals and Objectives
- 1.2 Information Sources
- 1.3 Reasons for Doing This Study
- 1.4 What's New in This Update?
- 1.5 Intended Audience
- 1.6 Scope of Report
- 1.7 Methodology
- 1.8 Geographic Breakdown
- 1.9 Analyst's Credentials
- 1.10 BCC Custom Research
- 1.11 Related BCC Research Reports
Chapter 2 Summary and Highlights
Chapter 3 Market Overview
- 3.1 Introduction
- 3.2 History of Esports
- 3.3 Value Chain Analysis of Esports Market
- 3.4 Standards and Regulations
- 3.5 Technology Analysis
- 3.6 Assessment of the Impact of COVID-19 on the Market
Chapter 4 Market Dynamics
- 4.1 Introduction
- 4.2 Market Drivers
- 4.2.1 Rising Popularity of Video Games
- 4.2.2 Future of Artificial Intelligence (AI)
- 4.2.3 Increasing Popularity of Live Streaming
- 4.2.4 Increase in Demand for Mobile Gaming
- 4.2.5 Rising Adoption of Esports Platforms
- 4.3 Market Opportunities
- 4.3.1 Opportunities for Collaboration Among Different Nations
- 4.3.2 Opportunities from Regions Such as North America
- 4.3.3 Educational and Social Opportunities
- 4.4 Market Challenges
- 4.4.1 Prevalence of Betting Frauds and Match-Fixing Threats
- 4.4.2 Sedentary Behavior, Obesity and Cardiovascular Disease
- 4.4.3 Eye Fatigue and Sleep Deprivation
- 4.4.4 Lack of Standardization
- 4.4.5 Problems with Legal Regulations
Chapter 5 Market Breakdown by Revenue Stream
- 5.1 Introduction
- 5.2 Media Rights
- 5.3 Advertising
- 5.4 Tickets and Merchandise
- 5.5 Sponsorships
- 5.6 Publisher Fees
Chapter 6 Market Breakdown by Streaming Type
- 6.1 Introduction
- 6.2 Live
- 6.3 On-demand
Chapter 7 Market Breakdown by Gaming Genre
- 7.1 Introduction
- 7.2 Player vs. Player (PvP)
- 7.3 Multiplayer Online Battle Arena (MOBA)
- 7.4 Real-Time Strategy (RTS)
- 7.5 First-Person Shooter (FPS)
- 7.6 Fantasy Sports
Chapter 8 Market Breakdown by Region
- 8.1 Introduction
- 8.2 North American Market for Esports
- 8.2.1 U.S.
- 8.2.2 Canada
- 8.2.3 Mexico
- 8.3 European Market for Esports
- 8.3.1 Germany
- 8.3.2 U.K.
- 8.3.3 France
- 8.3.4 Rest of Europe
- 8.4 Asia-Pacific Market for Esports
- 8.4.1 China
- 8.4.2 Japan
- 8.4.3 South Korea
- 8.4.4 India
- 8.4.5 Rest of Asia-Pacific
- 8.5 RoW Market for Esports
Chapter 9 Patent Analysis
- 9.1 Global Esports Patents by Applicant Company
Chapter 10 Competitive Landscape
- 10.1 Recent Developments
- 10.2 Most Popular Esports Games
- 10.3 Market Landscape and Participants
- 10.4 Target Audience Analysis
Chapter 11 Company Profiles
- ACTIVISION BLIZZARD
- AMAZON
- ALLIED ESPORTS ENTERTAINMENT
- BANDAI NAMCO ENTERTAINMENT
- CAPCOM CO. LTD.
- CJ CORP.
- CONTAGIOUS GAMING INC.
- DOUYU
- ELECTRONIC ARTS INC.
- EPIC GAMES INC.
- FACEIT
- GFINITY PLC
- GUNGHO ONLINE ENTERTAINMENT INC.
- HI-REZ STUDIOS
- HUYA
- KONAMI HOLDINGS CORP.
- KUUHUBB INC.
- MAD CATZ INTERACTIVE INC.
- MICROSOFT CORP.
- MODERN TIMES GROUP
- PLUG IN DIGITAL
- SEGA
- SONY CORP.
- SQUARE ENIX CO. LTD.
- TAKE-TWO INTERACTIVE SOFTWARE INC.
- TENCENT
- THE STARS GROUP INC.
- TURNER BROADCASTING SYSTEM
- UBISOFT ENTERTAINMENT SA
- VALVE CORP.
- VERSUS SYSTEMS INC.
- ZYNGA INC.