Report Details

Global Esport Market Growth and Forecast 2023-2030

Global Esport Market Growth and Forecast 2023-2030

Report Format PDF & Excel
Pages 103
Publish Date Jul, 2019

ESports are a form of competition using video games. Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professional players. The most common video game genres associated with eSports are real-time strategy (RTS), first-person shooter (FPS), fighting, and multiplayer online battle arena (MOBA).

The esports market in APAC is expected to grow rapidly between 2018 and 2023. The increasing investments from sponsors and advertisers are fueling the demand for esports in this region.

In 2018, the global Esport market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.


This report focuses on the global Esport status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Esport development in United States, Europe and China.


The key players covered in this study

Modern Times Group

Activision Blizzard

Valve Corporation

CJ Corporation

Electronic Arts

Nintendo

Turner Broadcasting System

Faceit

Gfinity

Hi Rez Studios

Kabum

Wargaming Public

Rovio Entertainment

Gungho Online Entertainment

Alisports


Market segment by Type, the product can be split into

Real-time strategy (RTS)

First-person shooter (FPS)

Multiplayer online battle arena (MOBA)

Others


Market segment by Application, split into

Mobilehone & Tablet

PC

Video Game

Other


Market segment by Regions/Countries, this report covers

United States

Europe

China

Japan

Southeast Asia

India

Central & South America


The study objectives of this report are:

To analyze global Esport status, future forecast, growth opportunity, key market and key players.

To present the Esport development in United States, Europe and China.

To strategically profile the key players and comprehensively analyze their development plan and strategies.

To define, describe and forecast the market by product type, market and key regions.


In this study, the years considered to estimate the market size of Esport are as follows:

History Year: 2014-2018

Base Year: 2018

Estimated Year: 2019

Forecast Year 2019 to 2025

For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

1 Report Overview

1.1 Study Scope

1.2 Key Market Segments

1.3 Players Covered

1.4 Market Analysis by Type

1.4.1 Global Esport Market Size Growth Rate by Type (2014-2025)

1.4.2 Real-time strategy (RTS)

1.4.3 First-person shooter (FPS)

1.4.4 Multiplayer online battle arena (MOBA)

1.4.5 Others

1.5 Market by Application

1.5.1 Global Esport Market Share by Application (2014-2025)

1.5.2 Mobilehone & Tablet

1.5.3 PC

1.5.4 Video Game

1.5.5 Other

1.6 Study Objectives

1.7 Years Considered

2 Global Growth Trends

2.1 Esport Market Size

2.2 Esport Growth Trends by Regions

2.2.1 Esport Market Size by Regions (2014-2025)

2.2.2 Esport Market Share by Regions (2014-2019)

2.3 Industry Trends

2.3.1 Market Top Trends

2.3.2 Market Drivers

2.3.3 Market Opportunities

3 Market Share by Key Players

3.1 Esport Market Size by Manufacturers

3.1.1 Global Esport Revenue by Manufacturers (2014-2019)

3.1.2 Global Esport Revenue Market Share by Manufacturers (2014-2019)

3.1.3 Global Esport Market Concentration Ratio (CR5 and HHI)

3.2 Esport Key Players Head office and Area Served

3.3 Key Players Esport Product/Solution/Service

3.4 Date of Enter into Esport Market

3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application

4.1 Global Esport Market Size by Type (2014-2019)

4.2 Global Esport Market Size by Application (2014-2019)

5 United States

5.1 United States Esport Market Size (2014-2019)

5.2 Esport Key Players in United States

5.3 United States Esport Market Size by Type

5.4 United States Esport Market Size by Application

6 Europe

6.1 Europe Esport Market Size (2014-2019)

6.2 Esport Key Players in Europe

6.3 Europe Esport Market Size by Type

6.4 Europe Esport Market Size by Application

7 China

7.1 China Esport Market Size (2014-2019)

7.2 Esport Key Players in China

7.3 China Esport Market Size by Type

7.4 China Esport Market Size by Application

8 Japan

8.1 Japan Esport Market Size (2014-2019)

8.2 Esport Key Players in Japan

8.3 Japan Esport Market Size by Type

8.4 Japan Esport Market Size by Application

9 Southeast Asia

9.1 Southeast Asia Esport Market Size (2014-2019)

9.2 Esport Key Players in Southeast Asia

9.3 Southeast Asia Esport Market Size by Type

9.4 Southeast Asia Esport Market Size by Application

10 India

10.1 India Esport Market Size (2014-2019)

10.2 Esport Key Players in India

10.3 India Esport Market Size by Type

10.4 India Esport Market Size by Application

11 Central & South America

11.1 Central & South America Esport Market Size (2014-2019)

11.2 Esport Key Players in Central & South America

11.3 Central & South America Esport Market Size by Type

11.4 Central & South America Esport Market Size by Application

12 International Players Profiles

12.1 Modern Times Group

12.1.1 Modern Times Group Company Details

12.1.2 Company Description and Business Overview

12.1.3 Esport Introduction

12.1.4 Modern Times Group Revenue in Esport Business (2014-2019)

12.1.5 Modern Times Group Recent Development

12.2 Activision Blizzard

12.2.1 Activision Blizzard Company Details

12.2.2 Company Description and Business Overview

12.2.3 Esport Introduction

12.2.4 Activision Blizzard Revenue in Esport Business (2014-2019)

12.2.5 Activision Blizzard Recent Development

12.3 Valve Corporation

12.3.1 Valve Corporation Company Details

12.3.2 Company Description and Business Overview

12.3.3 Esport Introduction

12.3.4 Valve Corporation Revenue in Esport Business (2014-2019)

12.3.5 Valve Corporation Recent Development

12.4 CJ Corporation

12.4.1 CJ Corporation Company Details

12.4.2 Company Description and Business Overview

12.4.3 Esport Introduction

12.4.4 CJ Corporation Revenue in Esport Business (2014-2019)

12.4.5 CJ Corporation Recent Development

12.5 Electronic Arts

12.5.1 Electronic Arts Company Details

12.5.2 Company Description and Business Overview

12.5.3 Esport Introduction

12.5.4 Electronic Arts Revenue in Esport Business (2014-2019)

12.5.5 Electronic Arts Recent Development

12.6 Nintendo

12.6.1 Nintendo Company Details

12.6.2 Company Description and Business Overview

12.6.3 Esport Introduction

12.6.4 Nintendo Revenue in Esport Business (2014-2019)

12.6.5 Nintendo Recent Development

12.7 Turner Broadcasting System

12.7.1 Turner Broadcasting System Company Details

12.7.2 Company Description and Business Overview

12.7.3 Esport Introduction

12.7.4 Turner Broadcasting System Revenue in Esport Business (2014-2019)

12.7.5 Turner Broadcasting System Recent Development

12.8 Faceit

12.8.1 Faceit Company Details

12.8.2 Company Description and Business Overview

12.8.3 Esport Introduction

12.8.4 Faceit Revenue in Esport Business (2014-2019)

12.8.5 Faceit Recent Development

12.9 Gfinity

12.9.1 Gfinity Company Details

12.9.2 Company Description and Business Overview

12.9.3 Esport Introduction

12.9.4 Gfinity Revenue in Esport Business (2014-2019)

12.9.5 Gfinity Recent Development

12.10 Hi Rez Studios

12.10.1 Hi Rez Studios Company Details

12.10.2 Company Description and Business Overview

12.10.3 Esport Introduction

12.10.4 Hi Rez Studios Revenue in Esport Business (2014-2019)

12.10.5 Hi Rez Studios Recent Development

12.11 Kabum

12.12 Wargaming Public

12.13 Rovio Entertainment

12.14 Gungho Online Entertainment

12.15 Alisports

13 Market Forecast 2019-2025

13.1 Market Size Forecast by Regions

13.2 United States

13.3 Europe

13.4 China

13.5 Japan

13.6 Southeast Asia

13.7 India

13.8 Central & South America

13.9 Market Size Forecast by Product (2019-2025)

13.10 Market Size Forecast by Application (2019-2025)

14 Analyst's Viewpoints/Conclusions

15 Appendix

15.1 Research Methodology

15.1.1 Methodology/Research Approach

15.1.1.1 Research Programs/Design

15.1.1.2 Market Size Estimation

12.1.1.3 Market Breakdown and Data Triangulation

15.1.2 Data Source

15.1.2.1 Secondary Sources

15.1.2.2 Primary Sources

15.2 Disclaimer

15.3 Author Details

List of Tables and Figures

Table Esport Key Market Segments

Table Key Players Esport Covered

Table Global Esport Market Size Growth Rate by Type 2014-2025 (Million US$)

Figure Global Esport Market Size Market Share by Type 2014-2025

Figure Real-time strategy (RTS) Figures

Table Key Players of Real-time strategy (RTS)

Figure First-person shooter (FPS) Figures

Table Key Players of First-person shooter (FPS)

Figure Multiplayer online battle arena (MOBA) Figures

Table Key Players of Multiplayer online battle arena (MOBA)

Figure Others Figures

Table Key Players of Others

Table Global Esport Market Size Growth by Application 2014-2025 (Million US$)

Figure Mobilehone & Tablet Case Studies

Figure PC Case Studies

Figure Video Game Case Studies

Figure Other Case Studies

Figure Esport Report Years Considered

Table Global Esport Market Size 2014-2025 (Million US$)

Figure Global Esport Market Size and Growth Rate 2014-2025 (Million US$)

Table Global Esport Market Size by Regions 2014-2025 (Million US$)

Table Global Esport Market Size by Regions 2014-2019 (Million US$)

Table Global Esport Market Share by Regions 2014-2019

Figure Global Esport Market Share by Regions 2014-2019

Figure Global Esport Market Share by Regions 2019

Table Market Top Trends

Table Global Esport Revenue by Manufacturers (2014-2019) (Million US$)

Table Global Esport Market Share by Manufacturers (2014-2019)

Figure Global Esport Market Share by Manufacturers in 2018

Table Global Esport Manufacturers Market Concentration Ratio (CR5 and HHI)

Table Key Players Head office and Area Served

Table Key Players Esport Product/Solution/Service

Table Date of Enter into Esport Market

Table Mergers & Acquisitions, Expansion Plans

Table Global Esport Market Size by Type (2014-2019) (Million US$)

Table Global Esport Market Size Share by Type (2014-2019)

Figure Global Esport Market Size Market Share by Type (2014-2019)

Table Global Esport Market Size by Application (2014-2019) (Million US$)

Table Global Esport Market Size Share by Application (2014-2019)

Figure Global Esport Market Size Market Share by Application (2014-2019)

Figure Global Esport Revenue Market Share by Application in 2018

Figure United States Esport Market Size 2014-2019 (Million US$)

Table United States Key Players Esport Revenue (2018-2019) (Million US$)

Table United States Key Players Esport Market Share (2018-2019)

Table United States Esport Market Size by Type (2014-2019) (Million US$)

Table United States Esport Market Share by Type (2014-2019)

Table United States Esport Market Size by Application (2014-2019) (Million US$)

Table United States Esport Market Share by Application (2014-2019)

Figure Europe Esport Market Size 2014-2019 (Million US$)

Table Europe Key Players Esport Revenue (2018-2019) (Million US$)

Table Europe Key Players Esport Market Share (2018-2019)

Table Europe Esport Market Size by Type (2014-2019) (Million US$)

Table Europe Esport Market Share by Type (2014-2019)

Table Europe Esport Market Size by Application (2014-2019) (Million US$)

Table Europe Esport Market Share by Application (2014-2019)

Figure China Esport Market Size 2014-2019 (Million US$)

Table China Key Players Esport Revenue (2018-2019) (Million US$)

Table China Key Players Esport Market Share (2018-2019)

Table China Esport Market Size by Type (2014-20189) (Million US$)

Table China Esport Market Share by Type (2014-2019)

Table China Esport Market Size by Application (2014-2019) (Million US$)

Table China Esport Market Share by Application (2014-2019)

Figure Japan Esport Market Size 2014-2019 (Million US$)

Table Japan Key Players Esport Revenue (2018-2019) (Million US$)

Table Japan Key Players Esport Market Share (2018-2019)

Table Japan Esport Market Size by Type (2014-2019) (Million US$)

Table Japan Esport Market Share by Type (2014-2019)

Table Japan Esport Market Size by Application (2014-2019) (Million US$)

Table Japan Esport Market Share by Application (2014-2019)

Figure Southeast Asia Esport Market Size 2014-2019 (Million US$)

Table Southeast Asia Key Players Esport Revenue (2018-2019) (Million US$)

Table Southeast Asia Key Players Esport Market Share (2018-2019)

Table Southeast Asia Esport Market Size by Type (2014-2019) (Million US$)

Table Southeast Asia Esport Market Share by Type (2014-2019)

Table Southeast Asia Esport Market Size by Application (2014-2019) (Million US$)

Table Southeast Asia Esport Market Share by Application (2014-2019)

Figure India Esport Market Size 2014-2019 (Million US$)

Table India Key Players Esport Revenue (2018-2019) (Million US$)

Table India Key Players Esport Market Share (2018-2019)

Table India Esport Market Size by Type (2014-2019) (Million US$)

Table India Esport Market Share by Type (2014-2019)

Table India Esport Market Size by Application (2014-2019) (Million US$)

Table India Esport Market Share by Application (2014-2019)

Figure Central & South America Esport Market Size 2014-2019 (Million US$)

Table Central & South America Key Players Esport Revenue (2018-2019) (Million US$)

Table Central & South America Key Players Esport Market Share (2018-2019)

Table Central & South America Esport Market Size by Type (2014-2019) (Million US$)

Table Central & South America Esport Market Share by Type (2014-2019)

Table Central & South America Esport Market Size by Application (2014-2019) (Million US$)

Table Central & South America Esport Market Share by Application (2014-2019)

Table Modern Times Group Company Details

Table Modern Times Group Revenue in Esport Business (2014-2019) (Million US$)

Figure Modern Times Group Revenue Growth Rate in Esport Business (2014-2019)

Table Modern Times Group Recent Development

Table Activision Blizzard Company Details

Table Activision Blizzard Revenue in Esport Business (2014-2019)(Million US$)

Figure Activision Blizzard Revenue Growth Rate in Esport Business (2014-2019)

Table Activision Blizzard Recent Development

Table Valve Corporation Company Details

Table Valve Corporation Revenue in Esport Business (2014-2019)(Million US$)

Figure Valve Corporation Revenue Growth Rate in Esport Business (2014-2019)

Table Valve Corporation Recent Development

Table CJ Corporation Company Details

Table CJ Corporation Revenue in Esport Business (2014-2019)(Million US$)

Figure CJ Corporation Revenue Growth Rate in Esport Business (2014-2019)

Table CJ Corporation Recent Development

Table Electronic Arts Company Details

Table Electronic Arts Revenue in Esport Business (2014-2019)(Million US$)

Figure Electronic Arts Revenue Growth Rate in Esport Business (2014-2019)

Table Electronic Arts Recent Development

Table Nintendo Company Details

Table Nintendo Revenue in Esport Business (2014-2019)(Million US$)

Figure Nintendo Revenue Growth Rate in Esport Business (2014-2019)

Table Nintendo Recent Development

Table Turner Broadcasting System Company Details

Table Turner Broadcasting System Revenue in Esport Business (2014-2019)(Million US$)

Figure Turner Broadcasting System Revenue Growth Rate in Esport Business (2014-2019)

Table Turner Broadcasting System Recent Development

Table Faceit Company Details

Table Faceit Revenue in Esport Business (2014-2019)(Million US$)

Figure Faceit Revenue Growth Rate in Esport Business (2014-2019)

Table Faceit Recent Development

Table Gfinity Company Details

Table Gfinity Revenue in Esport Business (2014-2019)(Million US$)

Figure Gfinity Revenue Growth Rate in Esport Business (2014-2019)

Table Gfinity Recent Development

Table Hi Rez Studios Company Details

Table Hi Rez Studios Revenue in Esport Business (2014-2019)(Million US$)

Figure Hi Rez Studios Revenue Growth Rate in Esport Business (2014-2019)

Table Hi Rez Studios Recent Development

Table Kabum Company Details

Table Wargaming Public Company Details

Table Rovio Entertainment Company Details

Table Gungho Online Entertainment Company Details

Table Alisports Company Details

Table Global Esport Market Size by Regions (Million US$) 2019-2025

Figure Global Esport Market Size Share by Regions (2019-2025)

Figure Global Esport Market Size Share by Regions in 2025

Figure United States Esport Market Size Forecast (2019-2025)(Million USD)

Figure Europe Esport Market Size Forecast (2019-2025)(Million USD)

Figure China Esport Market Size Forecast (2019-2025)(Million USD)

Figure Japan Esport Market Size Forecast (2019-2025)(Million USD)

Figure Southeast Asia Esport Market Size Forecast (2019-2025)(Million USD)

Figure India Esport Market Size Forecast (2019-2025)(Million USD)

Figure Central & South America Esport Market Size Forecast (2019-2025)(Million USD)

Table Global Esport Market Size by Product (2019-2025) (Million US$)

Figure Global Esport Market Size by Product (2019-2025)

Figure Global Esport Market Size by Product in 2025

Table Global Esport Market Size by Application (2019-2025) (Million US$)

Figure Global Esport Market Size by Application (2019-2025)

Figure Global Esport Market Size by Application in 2025

Table Research Programs/Design for This Report

Figure Bottom-up and Top-down Approaches for This Report

Figure Data Triangulation

Table Key Data Information from Secondary Sources

Table Key Data Information from Primary Sources

Research Methodology
The research study released with title "Global Esport Market Growth and Forecast 2023-2030" involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.

Key Executives Interviewed

Global Esport Market review

Research Programs/Design
Historical Data (2017-2022E)
  • Industry Trends
  • Competition Analysis & Landscape
  • By Company
  • Product Launches
  • Joint Venture & Partnerships
  • Merger & Acquisitions
  • Market Segment
  • by Type
  • by Application / End Users
  • By Regions/ Geography
  • Value in Dollar Term
  • Segment Revenue for Major & Emerging Players
  • Market Share
  • % Growth Rate
  • Current Scenario Analysis
  • Sales Volume by Key Players
  • % Market Share & Position
  • % Growth Rate
Market Factor Analysis
  • Market Environment
  • Government Policy & Regulatory Factors
  • Technological Changes
  • Market Risks & Challenges
  • Market Drivers
  • Market Maturity Indicators
  • Impact of Cost Variance
  • Growth Determinants
Market Forecast (2023F-2028F)
  • Overall Size (Value & Volume*)
  • by Type
  • by Application
  • By Region / Country
  • Key Data (Value & Volume*)
  • %Market Share
  • %Growth Rate
  • CAGR (2023-2028)

Market Size Estimation

Top-down and bottom-up approaches are used to validate and estimate the global/regional market size by manufacturers, regional splits, product segments and application.

To establish Research coverage of the study with most relevant & functional players HTF MI follows industry standards such as NAICS/SIC/ICB/TRCB, furthermore the sorted list of companies is validated using Product Mapping and business activities and shortlisted by industry perspective.

HTF MI select experienced analyst and associate that are specialized in the domain for conducting research. They prepare a list of companies by region that helps to understand players penetration rate in the market. This companies are further analyses in what segment or application they serve in our market. The list of product and applications are evaluated for each companies dealing in the Global Esport Market review. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with purpose to understand company’s positioning regarding market value, volume and their market share for regional as well as global. Further to bring relevance specific to any niche market we set and apply number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Online) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders etc from Global Esport Market review who then work towards appointment generation.

Primary Data Collection

The primary research is performed by taking the interviews of executives of various companies dealing in the Global Esport Market review as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and relevant list of appointee or target primary respondents; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & In Mail, Community Forums, Open Survey, SurveyMonkey etc.

Secondary Sources

The secondary resources considered in the Global Esport Market review study includes company annual reports, press releases, published articles of organizations and associations, and the survey taken through different mediums such as online website and forums, survey monkey, LinkedIn, etc. In addition, the valuable strategic information obtained from industry association, paid database, and investor presentations are also good tool for information to make appropriate iterative validation are used to modify market models and cross-verify primary research and insights.

Market Breakdown and Data Triangulation

To make market engineering data complete; extensive primary research is conducted to gather information and validate the critical numbers derived to be used for calculations of market statistics; market size estimations; forecasting; breakdown; and data triangulation. Both top-down and bottom-up approaches were applied, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Furthermore qualitative and further quantitative analysis is also done for all the numbers arrived at in the market estimation process to list relevant information in the final deliverable report "Global Esport Market Growth and Forecast 2023-2030" .

Market Size
  • Segmental value
  • Geographic Penetration
  • Product Adoption Rate for Different market
  • Research Journals
  • Company Websites
  • White Papers
  • Annual Reports and SEC Filings
  • Company Websites and Press Releases
  • Public and Paid Databases
  • HTF MI Data Repository
Market Position of Top Company
  • Product Financials
  • Geographic value Mix
  • Total Company value
  • Business/Segment value
Qualitative Analysis
  • Influencing Trends
  • Market Potential
  • Market Risks and Opportunities
  • Growth Drivers and Constraints
  • Geographical Footprints
  • Government Policies
  • Company Websites and Press Releases
  • Survey Reports and Paid Databases
  • Annual Reports
  • Industry Associations
  • HTF MI Database

Key Information from Primary Sources

Primary Sources Parameters Key Data
Market Segments
  • Market Forecast (Value & Volume*) by Application, Type & Region / Country
  • History and Forecast
  • Market Size (Value & Volume) by Application
  • Market Size by Regions, Status & Forecast
  • Market Share & Growth Rate by Type & Application
  • Value by Key Business Segments
  • % Growth Rate by Segments
  • Growth Rate and Market Share by Regions
  • Market Size Status & Forecast
Total Market
  • Overall Size, Status & Forecast
  • Market Size Status & Forecast
Format Properties
1-User Access The report is sent in PDF format. The report will be emailed to you. This is a single user access license, allowing one specific user to access the report.
Site User The study would be provided in PDF format. The report will be emailed to you. This is a site license, allowing 1-10 employees within your organisation to access the report.
Enterprise User The format of deliverable would be PDF and Excel. This is an enterprise or corporate license, allowing all employees within your organisation irrespective of geographic location to access the report.

Frequently Asked Questions (FAQ):

The market study guides Esport companies with strategic planning to ensure they realize and drive business value from their plans for growth strategy.
The market opportunity is clear from the flow of investment into Esport market, utilizing technologies to drive efficiency and high volume.
Esport market share surpassed USD xx million in 2020 and will expand at a CAGR of yy% between 2021 and 2027.
The Esport market is projected to register a moderate CAGR during forecast period of 2024 to 2029
Companies of Esport Industry are studied thoroughly and profiled so as to understand why specific trends will have a high impact and how they are factored into the Esport market trajectory and future outlook.