E-Sports Global Market Report 2023

Feb 2023| TBR893E| TBRC (Publisher)

Report Highlights

Including: 1) By Game: Multiplayer Online Battle Arena (MOBA); Real Time Strategy; First Person Shooter; Fighting And Sports
2) By Platform: PC; Console; Mobile
3) By Revenue Source: Sponsorship; Advertising; Merchandise & Tickets; Publisher Fees; Media Rights
Covering: Modern Times Group MTG AB; Activision Blizzard Inc.; Gfinity, PLC; Turner Broadcasting System; Valve Corporation

E-Sports Global Market Report 2023 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on e-sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia – Ukraine war’s impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description:
Where is the largest and fastest growing market for e-sports ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The e-sports market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.

Report Synopsis

Report Metrics Details
Base year considered 2022
Forecast period considered 2022-2032
Units considered $ Billion
Segments covered By Game, By Platform, By Revenue Source
Industry covered Recreation
Regions covered Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa
Countries covered Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA
Companies studied
  • Modern Times Group MTG AB
  • CJ Corporation
  • Activision Blizzard Inc.
  • Gfinity, PLC
  • Turner Broadcasting System
  • Valve Corporation
  • Tencent
  • Electronic Arts, Inc.
  • Hi-Rez Studios
  • Nintendo
  • FACEIT
  • Kabam
  • Wargaming Public
  • Rovio Entertainment
  • GungHo Online Entertainment
  • Riot Games Inc.
  • Echo Fox
  • Alisports
  • Total Entertainment Network
  • Epic Games
  • King Digital Entertainment PLC
  • Zynga Inc.
  • Gamevil Inc.
  • Cloud9
  • Team SoloMid
  • Team Liquid
  • Fnatic
  • Gen.G Esports
  • 100 Thieves
  • G2 Esports
  • Immortals

Scope

Markets Covered:

  • By Game: Multiplayer Online Battle Arena (MOBA); Real Time Strategy; First Person Shooter; Fighting And Sports
  • By Platform: PC; Console; Mobile; Other Platforms
  • By Revenue Source: Sponsorship; Advertising; Merchandise & Tickets; Publisher Fees; Media Rights

Companies Mentioned: Modern Times Group MTG AB; Activision Blizzard Inc.; Gfinity, PLC; Turner Broadcasting System; Valve Corporation

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA

Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,

Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Delivery format: PDF, Word and Excel Data Dashboard.

  • Table 1 : Global Historic Market Growth, 2017-2022, $ Billion
  • Table 2 : Global Forecast Market Growth, 2022-2027F, 2032F, $ Billion
  • Table 3 : Global Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 4 : Global Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 5 : Global Esports Market, Segmentation By Revenue Source, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 6 : Global Esports Market, Split By Region, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 7 : Global Esports Market, Split By Country, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 8 : Asia-Pacific, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 9 : Asia-Pacific, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 10 : China, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 11 : China, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 12 : India, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 13 : India, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 14 : Japan, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 15 : Japan, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 16 : Australia, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 17 : Australia, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 18 : Indonesia, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 19 : Indonesia, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 20 : South Korea, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 21 : South Korea, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 22 : Western Europe, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 23 : Western Europe, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 24 : UK, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 25 : UK, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 26 : Germany, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 27 : Germany, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 28 : France, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 29 : France, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 30 : Eastern Europe, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 31 : Eastern Europe, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 32 : Russia, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 33 : Russia, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 34 : North America, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 35 : North America, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 36 : USA, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 37 : USA, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 38 : South America, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 39 : South America, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 40 : Brazil, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 41 : Brazil, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 42 : Middle East, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 43 : Middle East, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 44 : Africa, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 45 : Africa, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Table 46 : Modern Times Group MTG AB Financial Performance
  • Table 47 : Activision Blizzard Inc. Financial Performance
  • Table 48 : Gfinity, PLC Financial Performance
  • Table 49 : Turner Broadcasting System Financial Performance
  • Table 50 : Valve Corporation Financial Performance
  • Figure 1 : Global Historic Market Growth, 2017-2022, $ Billion
  • Figure 2 : Global Forecast Market Growth, 2022-2027F, 2032F, $ Billion
  • Figure 3 : Global Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 4 : Global Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 5 : Global Esports Market, Segmentation By Revenue Source, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 6 : Global Esports Market, Split By Region, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 7 : Global Esports Market, Split By Country, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 8 : Asia-Pacific, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 9 : Asia-Pacific, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 10 : China, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 11 : China, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 12 : India, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 13 : India, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 14 : Japan, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 15 : Japan, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 16 : Australia, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 17 : Australia, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 18 : Indonesia, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 19 : Indonesia, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 20 : South Korea, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 21 : South Korea, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 22 : Western Europe, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 23 : Western Europe, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 24 : UK, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 25 : UK, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 26 : Germany, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 27 : Germany, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 28 : France, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 29 : France, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 30 : Eastern Europe, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 31 : Eastern Europe, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 32 : Russia, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 33 : Russia, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 34 : North America, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 35 : North America, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 36 : USA, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 37 : USA, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 38 : South America, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 39 : South America, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 40 : Brazil, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 41 : Brazil, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 42 : Middle East, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 43 : Middle East, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 44 : Africa, Esports Market, Segmentation By Game, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 45 : Africa, Esports Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
  • Figure 46 : Modern Times Group MTG AB Financial Performance
  • Figure 47 : Activision Blizzard Inc. Financial Performance
  • Figure 48 : Gfinity, PLC Financial Performance
  • Figure 49 : Turner Broadcasting System Financial Performance
  • Figure 50 : Valve Corporation Financial Performance

The Business Research Company is a market research and intelligence company which excels in company, market and consumer research. It has over 50 research professionals at its offices in India, the UK and the US as well a network of trained researchers globally. It has specialist consultants in a wide range of industries including manufacturing, healthcare, financial services and technology.

Similar Reports from TBRC (Publisher)

E-Sports Global Market Report 2022

  • Date - Feb 2022
  • Code - TBR893D

Including: 1) By Game: Multiplayer Online Battle Arena (MOBA); Real Time Strategy; First Person Shooter; Fighting And Sports
2) By Platform: PC; Console; Mobile; Others
3) By Revenue Source: Sponsorship; Advertising; Merchandise & Tickets; Publisher Fees; Media Rights
Covering: Modern Times Group MTG AB; Activision Blizzard Inc.; Gfinity, PLC.; Turner Broadcasting System; Valve Corporation; Tencent; Electronic Arts, Inc.

...

Esports Global Market Opportunities And Strategies To 2030: COVID-19 Growth And Change

  • Date - Sep 2021
  • Code - TBR893C

Including: 1) By Game: Multiplayer Online Battle Arena (MOBA); Real time Strategy; First Person Shooter; Fighting and Sports
2) By Platform: PC; Console; Mobile; Others
3) By Revenue Source: Sponsorship; Advertising; Merchandise and Tickets; Publisher Fees; Media Rights
Covering: Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Electronic Arts Inc.

Esports Global Market Opportunities And Strategies To ...

E-Sports Global Market Report 2021: COVID 19 Growth And Change to 2030

  • Date - May 2021
  • Code - TBR893B

Including: 1) By Game: Multiplayer Online Battle Arena (MOBA); Real Time Strategy; First Person Shooter; Fighting And Sports
2) By Platform: PC; Console; Mobile; Others
3) By Revenue Source: Sponsorship; Advertising; Merchandise & Tickets; Publisher Fees; Media Rights
Covering: Modern Times Group MTG AB; Activision Blizzard Inc.; Gfinity PLC; Turner Broadcasting System; Valve Corporation

E-Sports Global Market Report 2021: COVID ...

Esports Global Market Report 2020-30: Covid 19 Growth and Change

  • Date - May 2020
  • Code - TBR893A

Including: 1) By Game: Multiplayer Online Battle Arena (MOBA); Real Time Strategy; First Person Shooter; Fighting And Sports
2) By Platform: PC; Console; Mobile; Others

Covering: Modern Times Group MTG AB; Activision Blizzard Inc.; Gfinity, PLC; Turner Broadcasting System; Valve Corporation

Esports Global Market Report 2020: Covid 19 Growth And Change from The Business Research Company provides the strategists, marketers ...

The Business Research Company
Price: $4000

Become a Member

Already a member? Login here.

Have a Question? Ask Us.

Why BCC Research?

Every purchase provides access to:

  • Thousands of recently published reports from select publishers
  • Member Discounts of up to 50% on over 20,000 additional reports from all publishers
  • Our analysts and research concierge for all inquiries
Custom Research

Need a custom data table, graph or complete report? Tell us more.

RELATED REPORTS