Esports Market Analysis, Outlook 2031

Esports Market (Platform: Online and Offline; and Revenue Stream: Game Publisher Fees, Media Rights, Advertising, Sponsorship, and Merchandizing & Tickets) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2021-2031

Market Growth Bolsters with Engaging Gaming Competitions During COVID-19 Pandemic

The coronavirus outbreak has boosoted user engagement with video games and Esports. Such trends are contributing to the growth of the global Esports market during the ongoing pandemic. Revenues of gaming companies in the Esports market have increased during the COVID-19 pandemic. Since malls and cinema halls are being starved for footfalls, an increasing number of individuals are turning toward Esports as a form of entertainment.

Moreover, as the practice of social distancing has reduced consumer and business activity to a minimum, gaming offers an engaging distraction for people at home looking for social interaction. In a recent news, a barber from Bihar, India, Ashok Kumar, is gaining popularity for winning a jackpot of Rs. 1 crore after making a team on Dream 11 - an Indian fantasy sports platform, with only Rs. 50 during participation.

esports market infographic

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High Expenditures and Addiction in Children Influence Market Growth Rate

The Esports market is expected to expand at a CAGR of 23.2% during the forecast period. However, in the recent times, many children have been found spending significant amount of money on gaming competitions, leading to huge expenditure for parents. These games have also become a major cause for addiction in kids. Hence, gaming companies have started floating disclaimers about parental or guardian discretion for such games through TV commercials.

There is a growing awareness that sitting for longer durations can lead to health risks such as heart disease and type 2 diabetes, among others. Although such cognizance is influencing the market growth rate, popularity of games offsets the disadvantages of Esports.

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Virtual Esports Programs Building Large & Reliable Gaming Ecosystems

The global Esports market is expected to cross US$ 11.16 Bn by 2031. FIFA and Electronic Arts (EA) have announced its new Esports program for EA Sports FIFA 22. Such programs are allowing players from different countries to compete in FIFA through virtual tournaments. These innovations are building a large, reliable, and competitive gaming ecosystem on a regional & global level.

Virtual Esports programs are allowing players to represent themselves, Esports organizations, real-world football clubs, and their nation. Such trends are translating into revenue opportunities for companies in the Esports market.

Esports Courses Help Teach Students Ways to Run Any Esports Company

Apart from gaining revenue from game publisher fees, sponsorships, and media, stakeholders are now developing Esports courses. The Kirklees College is gaining recognition for partnering with Yorkshire-based company, Lucent Esports, to develop its Esports courses. Stakeholders are gaining knowledge about these courses that will cover all aspects of the Esports industry, including teams, games, and tournaments.

The Esports market is undergoing a significant change with the introduction of Esports courses that will discuss streaming, events, establishing an Esports organization, and promoting positive health & wellbeing of players. Companies in the Esports market are increasing their focus on offering courses that teach students on how to run an Esports company.

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Analysts’ Viewpoint

Asian gaming giants such as Nintendo and Tencent have experienced increased sales during the first quarter of 2020 owing to the COVID-19 outbreak. This trend is anticipated to grow, since an increasing number of gaming companies are tying up with sports organizations to offer virtual tournaments to sports fans. However, since Esports is being linked with serious health risks, companies in the Esports market are likely to increase awareness and availability of Esports courses that not only promote positive wellbeing of students but also teach them how to run an Esports company. Colleges are collaborating with expert gaming companies to deliver courses that inspire students to start their own Esports company and benefit from the wealth of knowledge provided by gaming companies.

Esports Market: Overview

  • The latest research report published by Transparency Market Research pertains to the global Esports market for the historical period of 2018–2019; 2020 is the actual year, and the forecast period is 2021-2031. Increasing live streaming, increasing audience growth, and hike in revenue growth are the key factors likely to lead to the advancement of the Esports market during the forecast period.
  • In terms of revenue, the global Esports market is estimated to exceed value of US$ 11.16 Bn by 2031, expanding at a CAGR of 23.2% during the forecast period

Long-term Investment Opportunity

  • The Esports industry has seen huge growth in increasing revenue by 37% in 2020, as COVID-19 led to considerable demand for gaming. The Esports industry is not only a high growth industry, it is also a very lucrative business; it has attracted big technology companies such as Google, Apple, Microsoft, and Amazon. The growing acceptance of video games is anticipated to drive the growth of the Esports market. Increasing acceptance of progressive gaming technology, developing customer entertainment preferences, increasing income levels, and growing demand for mobile gaming are all projected to help drive the industry’s evolution in the future. To invest in the Esports industry, companies such as Esports Entertainment Group, and Guild Esports directly bet on the sector, which may yield considerable returns. However, most existing Esports companies are small and lack the financial strength of larger, more differentiated players in the sector. This could hold back their growth opportunities in the long term.

Esports Market: Competition Landscape

  • Detailed profiles of providers of Esports have been provided in the report to evaluate their financials, key product offerings, recent developments, and strategies

Esports Market: Key Developments

  • Key providers of Esports, such as SEG Esports, Inc., Rollic, Inc., Niantic, Inc., Microsoft, Resolve Esports, Inc. and OneTeam, Inc. are focusing on the development of cost-effective Esports to attract more customers. Additionally, players active in providing Esports are focusing on organic and inorganic growth strategies such as strategic collaborations and merger and acquisition, and new product launch with technology partners to improve their offerings and market reach. Some other key developments in the global Esports market are highlighted below:
    • In June 2021, SEG Esports, Inc. announced a technological partnership with Adamas Esports, Inc. to improve its services and provide a 360-degree approach for clients. The company is focusing on providing sports psychology, performance coaching, and emotional & physical development training.
    • In April 2021, Rollic, Inc. acquired Uncosoft, Inc. to expand in-house production in Izmir, Turkey and will expand its mobile gaming portfolio through innovative games design and aims to reach millions of players across the globe.
    • In December 2020, Microsoft, Inc. acquired Smash.gg to expand its offerings, innovate games, and accelerate content offerings. The company will create competitive products, and expand its Esports market.
  • In the global Esports market report, we have discussed individual strategies, followed by company profiles of providers of Esports. The ‘Competition Landscape’ section has been included in the report to provide readers with a dashboard view and company market share analysis of key players operating in the global Esports market.

Esports Market Snapshot

Attribute

Detail

Market Size Value in 2020 (Base Year)

US$ 1.14 Bn

Market Forecast Value in 2031

US$ 11.16 Bn

Growth Rate (CAGR)

23.2%

Forecast Period

2021-2031

Market Analysis

Includes market size assessment for the historic period 2016-2019, along with base year and forecast period, in terms of value (US$ Mn). It also provides insights such as regional analysis, opportunity assessment, product development and innovation, and ecosystem analysis, etc.

Competition Landscape

  • Market Share Analysis by Company (2020)
  • Detailed vendor profiling and insights on their key strategies for business growth, along with competition dashboard

Format

Electronic (PDF) + Excel

Market Segmentation

  • Platform
    • Online
    • Offline
  • Revenue Stream
    • Game Publisher Fees
    • Media Rights
    • Advertising
    • Sponsorship
    • Merchandizing & Tickets

Regions Covered

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • South America

Countries Covered

  • U.S.
  • Canada
  • Mexico
  • Germany
  • U.K.
  • France
  • Spain
  • Italy
  • China
  • India
  • Japan
  • United Arab Emirates
  • South Africa
  • Brazil
  • Argentina

Companies Profiled

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Envy Gaming, Inc.
  • FACT IT LIMITED
  • Fnatic, Inc.
  • G2 Esports, Inc.
  • G5 Entertainment AM
  • Gameloft SE
  • Gfinity Plc
  • GungHo Online Entertainment, Inc.
  • Hi-Rez Studios
  • Jam City, Inc.
  • Kabam, Inc.
  • Modern Times Group
  • Nintendo Co. Ltd.
  • Riot Games, Inc.
  • Rovio Entertainment Corporation
  • Wargaming Public Co. Ltd.
  • Warner Media
  • LLC, Zynga, Inc.

Customization Scope

Available upon Request

Pricing

Available upon Request

Esports Market – Segmentation

TMR’s research study assesses the Esports market on the basis of platform, revenue stream, and region. The report presents extensive market dynamics and progressive trends associated with different segments, and how they influence the growth prospects of the Esports market.

Platform
  • Online
  • Offline
Revenue Stream
  • Game Publisher Fees
  • Media Rights
  • Advertising
  • Sponsorship
  • Merchandizing & Tickets
Region
  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • South America

    1. Preface

        1.1. Market Introduction

        1.2. Market Segmentation

        1.3. Key Research Objectives

    2. Assumptions and Research Methodology

        2.1. Research Methodology

            2.1.1. List of Primary and Secondary Sources

        2.2. Key Assumptions for Data Modelling

    3. Executive Summary - Global Esports Market

    4. Market Overview

        4.1. Market Definition

        4.2. Technology/ Product Roadmap

        4.3. Market Factor Analysis

            4.3.1. Forecast Factors

            4.3.2. Ecosystem/ Value Chain Analysis

            4.3.3. Market Dynamics (Growth Influencers)

                4.3.3.1. Drivers

                4.3.3.2. Restraints

                4.3.3.3. Opportunities

                4.3.3.4. Impact Analysis of Drivers and Restraints

        4.4. Adoption Analysis (%) of Esports, by Game Type

            4.4.1. Multiplayer Online Battle Arena

            4.4.2. First Person Shooter

            4.4.3. Strategy

            4.4.4. Role-playing Game

            4.4.5. Fighting Game

            4.4.6. Racing

            4.4.7. Other Sports

        4.5. COVID-19 Impact Analysis

            4.5.1. Impact of COVID-19 on the Esports Market

            4.5.2. End-user Sentiment Analysis: Comparative Analysis on Spending

                4.5.2.1. Increase in Spending

                4.5.2.2. Decrease in Spending

            4.5.3. Short Term and Long Term Impact on the Market

        4.6. Market Opportunity Assessment – by Region (North America/ Europe/ Asia Pacific/ Middle East & Africa/ South America)

            4.6.1. By Platform

            4.6.2. By Revenue Stream

        4.7. Competitive Scenario

            4.7.1. List of Emerging, Prominent, and Leading Players

            4.7.2. Major Mergers & Acquisitions, Expansions, Partnership, Contacts, Deals, Etc.

    5. Global Esports Market Analysis and Forecast

        5.1. Market Revenue Analysis (US$ Mn), 2016-2031

            5.1.1. Historic Growth Trends, 2016-2020

            5.1.2. Forecast Trends, 2021-2031

    6. Global Esports Market Analysis, by Platform

        6.1. Overview and Definitions

        6.2. Key Segment Analysis

        6.3. Esports Market Size (US$ Mn) Forecast, by Platform, 2018 - 2031

            6.3.1. Online

            6.3.2. Offline

    7. Global Esports Market Analysis, by Revenue Stream

        7.1. Overview and Definitions

        7.2. Key Segment Analysis

        7.3. Esports Market Size (US$ Mn) Forecast, by Revenue Stream, 2018 - 2031

            7.3.1. Game Publisher Fees

            7.3.2. Media Rights

            7.3.3. Advertising

            7.3.4. Sponsorship

            7.3.5. Merchandizing & Tickets

    8. Global Esports Market Analysis and Forecast, by Region

        8.1. Key Findings

        8.2. Esports Market Size (US$ Mn) Forecast, by Region, 2018 - 2031

            8.2.1. North America

            8.2.2. Europe

            8.2.3. Asia Pacific

            8.2.4. Middle East & Africa

            8.2.5. South America

    9. North America Esports Market Analysis

        9.1. Regional Outlook

        9.2. Esports Market Size (US$ Mn) Analysis and Forecast (2018 - 2031)

            9.2.1. By Platform

            9.2.2. By Revenue Stream

        9.3. Esports Market Size (US$ Mn) Forecast, by Country, 2018 - 2031

            9.3.1. U.S.

            9.3.2. Canada

            9.3.3. Mexico

    10. Europe Esports Market Analysis and Forecast

        10.1. Regional Outlook

        10.2. Esports Market Size (US$ Mn) Analysis and Forecast (2018 - 2031)

            10.2.1. By Platform

            10.2.2. By Revenue Stream

        10.3. Esports Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 - 2031

            10.3.1. Germany

            10.3.2. U.K.

            10.3.3. France

            10.3.4. Spain

            10.3.5. Italy

            10.3.6. Rest of Europe

    11. APAC Esports Market Analysis and Forecast

        11.1. Regional Outlook

        11.2. Esports Market Size (US$ Mn) Analysis and Forecast (2018 - 2031)

            11.2.1. By Platform

            11.2.2. By Revenue Stream

        11.3. Esports Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 - 2031

            11.3.1. China

            11.3.2. India

            11.3.3. Japan

            11.3.4. ASEAN

            11.3.5. Rest of Asia Pacific

    12. Middle East & Africa (MEA) Esports Market Analysis and Forecast

        12.1. Regional Outlook

        12.2. Esports Market Size (US$ Mn) Analysis and Forecast (2018 - 2031)

            12.2.1. By Platform

            12.2.2. By Revenue Stream

        12.3. Esports Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 - 2031

            12.3.1. The United Arab Emirates

            12.3.2. South Africa

            12.3.3. Rest of Middle East & Africa (MEA)

    13. South America Esports Market Analysis and Forecast

        13.1. Regional Outlook

        13.2. Esports Market Size (US$ Mn) Analysis and Forecast (2018 - 2031)

            13.2.1. By Platform

            13.2.2. By Revenue Stream

        13.3. Esports Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 - 2031

            13.3.1. Brazil

            13.3.2. Argentina

            13.3.3. Rest of South America

    14. Competition Landscape

        14.1. Market Competition Matrix, by Leading Players

        14.2. Market Revenue Share Analysis (%), by Leading Players (2020)

    15. Company Profiles

        15.1. Activision Blizzard, Inc.

            15.1.1. Business Overview

            15.1.2. Product Portfolio

            15.1.3. Geographical Footprint

            15.1.4. Revenue and Strategy

        15.2. Electronic Arts, Inc.

            15.2.1. Business Overview

            15.2.2. Product Portfolio

            15.2.3. Geographical Footprint

            15.2.4. Revenue and Strategy

        15.3. Envy Gaming, Inc.

            15.3.1. Business Overview

            15.3.2. Product Portfolio

            15.3.3. Geographical Footprint

            15.3.4. Revenue and Strategy

        15.4. FACE IT LIMITED

            15.4.1. Business Overview

            15.4.2. Product Portfolio

            15.4.3. Geographical Footprint

            15.4.4. Revenue and Strategy

        15.5. Fnatic, Inc.

            15.5.1. Business Overview

            15.5.2. Product Portfolio

            15.5.3. Geographical Footprint

            15.5.4. Revenue and Strategy

        15.6. G2 Esports, Inc.

            15.6.1. Business Overview

            15.6.2. Product Portfolio

            15.6.3. Geographical Footprint

            15.6.4. Revenue and Strategy

        15.7. G5 Entertainment AB

            15.7.1. Business Overview

            15.7.2. Product Portfolio

            15.7.3. Geographical Footprint

            15.7.4. Revenue and Strategy

        15.8. Gameloft SE

            15.8.1. Business Overview

            15.8.2. Product Portfolio

            15.8.3. Geographical Footprint

            15.8.4. Revenue and Strategy

        15.9. Gfinity Plc

            15.9.1. Business Overview

            15.9.2. Product Portfolio

            15.9.3. Geographical Footprint

            15.9.4. Revenue and Strategy

        15.10. GungHo Online Entertainment, Inc.

            15.10.1. Business Overview

            15.10.2. Product Portfolio

            15.10.3. Geographical Footprint

            15.10.4. Revenue and Strategy

        15.11. Hi-Rez Studios

            15.11.1. Business Overview

            15.11.2. Product Portfolio

            15.11.3. Geographical Footprint

            15.11.4. Revenue and Strategy

        15.12. Jam City, Inc.

            15.12.1. Business Overview

            15.12.2. Product Portfolio

            15.12.3. Geographical Footprint

            15.12.4. Revenue and Strategy

        15.13. Kabam, Inc.

            15.13.1. Business Overview

            15.13.2. Product Portfolio

            15.13.3. Geographical Footprint

            15.13.4. Revenue and Strategy

        15.14. Modern Times Group

            15.14.1. Business Overview

            15.14.2. Product Portfolio

            15.14.3. Geographical Footprint

            15.14.4. Revenue and Strategy

        15.15. Nintendo Co., Ltd.

            15.15.1. Business Overview

            15.15.2. Product Portfolio

            15.15.3. Geographical Footprint

            15.15.4. Revenue and Strategy

        15.16. Riot Games, Inc.

            15.16.1. Business Overview

            15.16.2. Product Portfolio

            15.16.3. Geographical Footprint

            15.16.4. Revenue and Strategy

        15.17. Rovio Entertainment Corporation

            15.17.1. Business Overview

            15.17.2. Product Portfolio

            15.17.3. Geographical Footprint

            15.17.4. Revenue and Strategy

        15.18. Wargaming Public Co., Ltd.

            15.18.1. Business Overview

            15.18.2. Product Portfolio

            15.18.3. Geographical Footprint

            15.18.4. Revenue and Strategy

        15.19. Warner Media, LLC

            15.19.1. Business Overview

            15.19.2. Product Portfolio

            15.19.3. Geographical Footprint

            15.19.4. Revenue and Strategy

        15.20. Zynga, Inc.

            15.20.1. Business Overview

            15.20.2. Product Portfolio

            15.20.3. Geographical Footprint

            15.20.4. Revenue and Strategy

    16. Key Takeaways

    List of Tables

    Table 1: Acronyms Used in Esports Market

    Table 2: North America Esports Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)

    Table 3: Europe Esports Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)

    Table 4: Asia Pacific Esports Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)

    Table 5: Middle East & Africa Esports Market Revenue Analysis, by Country, 2021 and 2031 (US$ Mn)

    Table 6: South America Esports Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)

    Table 7: Forecast Factors: Relevance and Impact (1/2)

    Table 8: Forecast Factors: Relevance and Impact

    Table 9: Impact Analysis of Drivers & Restraint

    Table 10: List of Emerging, Prominent and Leading Players

    Table 11: Mergers & Acquisitions, Partnership

    Table 12: Mergers & Acquisitions, Partnership

    Table 13: Mergers & Acquisitions, Partnership

    Table 14: Mergers & Acquisitions, Partnership

    Table 15: Global Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

    Table 16: Global Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

    Table 17: Global Esports Market Value (US$ Mn) Forecast, by Region, 2018 – 2031

    Table 18: North America Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

    Table 19: North America Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

    Table 20: North America Esports Market Value (US$ Mn) Forecast, by Country, 2018 - 2031

    Table 21: U.S. Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 22: Canada Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 23: Mexico Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 24: Europe Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

    Table 25: Europe Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

    Table 26: Europe Esports Market Value (US$ Mn) Forecast, by Country, 2018 - 2031

    Table 27: Germany Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 28: U.K. Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 29: France Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 30: Spain Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 31: Italy Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 32: Asia Pacific Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

    Table 33: Asia Pacific Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

    Table 34: Asia Pacific Esports Market Value (US$ Mn) Forecast, by Country, 2018 - 2031

    Table 35: China Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 36: India Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 37: Japan Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 38: ASEAN Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 39: Middle East & Africa Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

    Table 40: Middle East & Africa Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

    Table 41: Middle East & Africa Esports Market Value (US$ Mn) Forecast, by Country, 2018 - 2031

    Table 42: The United Arab Emirates Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 43: South Africa Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 44: South America Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

    Table 45: South America Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

    Table 46: South America Esports Market Value (US$ Mn) Forecast, by Country, 2018 - 2031

    Table 47: Brazil Emirates Esports Market Revenue CAGR Breakdown (%), by Growth Term

    Table 48: Argentina Esports Market Revenue CAGR Breakdown (%), by Growth Term

    List of Figures

    Figure 1: Global Esports Market Size (US$ Mn) Forecast, 2018–2031

    Figure 2: Global Esports Market Revenue (US$ Mn) Opportunity Assessment, by Region, 2021E

    Figure 3: Top Segment Analysis of Esports Market

    Figure 4: Global Esports Market Revenue (US$ Mn) Opportunity Assessment, by Region, 2031F

    Figure 5: Increasing Live Streaming (2/2)

    Figure 6: Increasing Audience Growth (2/2)

    Figure 7: Hike in revenue growth (1/2)

    Figure 8: COVID-19 Impact on Esports Viewership

    Figure 9: Global Esports Market Attractiveness Assessment, by Platform

    Figure 10: Global Esports Market Attractiveness Assessment, by Revenue Stream

    Figure 11: Global Esports Market Attractiveness Assessment, by Region

    Figure 12: Global Esports Market Revenue (US$ Mn) Historic Trends, 2016 - 2020

    Figure 13: Global Esports Market Revenue Opportunity (US$ Mn) Historic Trends, 2016 - 2020

    Figure 14: Global Esports Market Value Share Analysis, by Platform, 2021

    Figure 15: Global Esports Market Value Share Analysis, by Platform, 2031

    Figure 16: Global Esports Market Absolute Opportunity (US$ Mn), by Online, 2021 – 2031

    Figure 17: Global Esports Market Absolute Opportunity (US$ Mn), by Offline, 2021 – 2031

    Figure 18: Global Esports Market Value Share Analysis, by Revenue Stream, 2021

    Figure 19: Global Esports Market Value Share Analysis, by Revenue Stream, 2031

    Figure 20: Global Esports Market Absolute Opportunity (US$ Mn), by Game Publisher Fees, 2021 – 2031

    Figure 21: Global Esports Market Absolute Opportunity (US$ Mn), by Media Rights, 2021 – 2031

    Figure 22: Global Esports Market Absolute Opportunity (US$ Mn), by Advertising, 2021 – 2031

    Figure 23: Global Esports Market Absolute Opportunity (US$ Mn), by Sponsorship, 2021 – 2031

    Figure 24: Global Esports Market Absolute Opportunity (US$ Mn), by Merchandizing & Tickets 2021 – 2031

    Figure 25: Global Esports Market Opportunity (US$ Mn), by Region

    Figure 26: Global Esports Market Opportunity Share (%), by Region, 2021–2031

    Figure 27: Global Esports Market Size (US$ Mn), by Region, 2021 & 2031

    Figure 28: Global Esports Market Value Share Analysis, by Region, 2021

    Figure 29: Global Esports Market Value Share Analysis, by Region, 2031

    Figure 30: North America Esports Market Absolute Opportunity (US$ Mn), 2021 – 2031

    Figure 31: Europe Esports Market Absolute Opportunity (US$ Mn), 2021 – 2031

    Figure 32: Asia Pacific Esports Market Absolute Opportunity (US$ Mn), 2021 – 2031

    Figure 33: Middle East & Africa Esports Market Absolute Opportunity (US$ Mn), 2021 – 2031

    Figure 34: South America Esports Market Absolute Opportunity (US$ Mn), 2021 – 2031

    Figure 35: North America Esports Revenue Opportunity Share, by Platform

    Figure 36: North America Esports Revenue Opportunity Share, by Revenue Stream

    Figure 37: North America Esports Revenue Opportunity Share, by Country

    Figure 38: North America Esports Market Value Share Analysis, by Platform, 2021

    Figure 39: North America Esports Market Value Share Analysis, by Platform, 2031

    Figure 40: North America Esports Market Absolute Opportunity (US$ Mn), by Online, 2021 – 2031

    Figure 41: North America Esports Market Absolute Opportunity (US$ Mn), by Offline, 2021 – 2031

    Figure 42: North America Esports Market Value Share Analysis, by Revenue Stream, 2021

    Figure 43: North America Esports Market Value Share Analysis, by Revenue Stream, 2031

    Figure 44: North America Esports Market Absolute Opportunity (US$ Mn), by Game Publisher Fees, 2021 – 2031

    Figure 45: North America Esports Market Absolute Opportunity (US$ Mn), by Media Rights, 2021 – 2031

    Figure 46: North America Esports Market Absolute Opportunity (US$ Mn), by Advertising, 2021 – 2031

    Figure 47: North America Esports Market Absolute Opportunity (US$ Mn), by Sponsorship, 2021 – 2031

    Figure 48: North America Esports Market Absolute Opportunity (US$ Mn), by Merchandizing & Tickets 2021 – 2031

    Figure 49: North America Esports Market Value Share Analysis, by Country, 2021

    Figure 50: North America Esports Market Value Share Analysis, by Country, 2031

    Figure 51: U.S. Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 52: Canada Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 53: Mexico Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 54: Europe Esports Revenue Opportunity Share, by Platform

    Figure 55: Europe Esports Revenue Opportunity Share, by Revenue Stream

    Figure 56: Europe Esports Revenue Opportunity Share, by Country

    Figure 57: Europe Esports Market Value Share Analysis, by Platform, 2021

    Figure 58: Europe Esports Market Value Share Analysis, by Platform, 2031

    Figure 59: Europe Esports Market Absolute Opportunity (US$ Mn), by Online, 2021 – 2031

    Figure 60: Europe Esports Market Absolute Opportunity (US$ Mn), by Offline, 2021 – 2031

    Figure 61: Europe Esports Market Value Share Analysis, by Revenue Stream, 2021

    Figure 62: Europe Esports Market Value Share Analysis, by Revenue Stream, 2031

    Figure 63: Europe Esports Market Absolute Opportunity (US$ Mn), by Game Publisher Fees, 2021 – 2031

    Figure 64: Europe Esports Market Absolute Opportunity (US$ Mn), by Media Rights, 2021 – 2031

    Figure 65: Europe Esports Market Absolute Opportunity (US$ Mn), by Advertising, 2021 – 2031

    Figure 66: Europe Esports Market Absolute Opportunity (US$ Mn), by Sponsorship, 2021 – 2031

    Figure 67: Europe Esports Market Absolute Opportunity (US$ Mn), by Merchandizing & Tickets 2021 – 2031

    Figure 68: Europe Esports Market Value Share Analysis, by Country, 2021

    Figure 69: Europe Esports Market Value Share Analysis, by Country, 2031

    Figure 70: Germany Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 71: U.K. Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 72: France Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 73: Spain Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 74: Italy Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 75: Asia Pacific Esports Revenue Opportunity Share, by Platform

    Figure 76: Asia Pacific Esports Revenue Opportunity Share, by Revenue Stream

    Figure 77: Asia Pacific Esports Revenue Opportunity Share, by Country

    Figure 78: Asia Pacific Esports Market Value Share Analysis, by Platform, 2021

    Figure 79: Asia Pacific Esports Market Value Share Analysis, by Platform, 2031

    Figure 80: Asia Pacific Esports Market Absolute Opportunity (US$ Mn), by Online, 2021 – 2031

    Figure 81: Asia Pacific Esports Market Absolute Opportunity (US$ Mn), by Offline, 2021 – 2031

    Figure 82: Asia Pacific Esports Market Value Share Analysis, by Revenue Stream, 2021

    Figure 83: Asia Pacific Esports Market Value Share Analysis, by Revenue Stream, 2031

    Figure 84: Asia Pacific Esports Market Absolute Opportunity (US$ Mn), by Game Publisher Fees, 2021 – 2031

    Figure 85: Asia Pacific Esports Market Absolute Opportunity (US$ Mn), by Media Rights, 2021 – 2031

    Figure 86: Asia Pacific Esports Market Absolute Opportunity (US$ Mn), by Advertising, 2021 – 2031

    Figure 87: Asia Pacific Esports Market Absolute Opportunity (US$ Mn), by Sponsorship, 2021 – 2031

    Figure 88: Asia Pacific Esports Market Absolute Opportunity (US$ Mn), by Merchandizing & Tickets 2021 – 2031

    Figure 89: Asia Pacific Esports Market Value Share Analysis, by Country, 2021

    Figure 90: Asia Pacific Esports Market Value Share Analysis, by Country, 2031

    Figure 91: China Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 92: India Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 93: Japan Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 94: ASEAN Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 95: Middle East & Africa Esports Revenue Opportunity Share, by Platform

    Figure 96: Middle East & Africa Esports Revenue Opportunity Share, by Revenue Stream

    Figure 97: Middle East & Africa Esports Revenue Opportunity Share, by Country

    Figure 98: Middle East & Africa Esports Market Value Share Analysis, by Platform, 2021

    Figure 99: Middle East & Africa Esports Market Value Share Analysis, by Platform, 2031

    Figure 100: Middle East & Africa Esports Market Absolute Opportunity (US$ Mn), by Online, 2021 – 2031

    Figure 101: Middle East & Africa Esports Market Absolute Opportunity (US$ Mn), by Offline, 2021 – 2031

    Figure 102: Middle East & Africa Esports Market Value Share Analysis, by Revenue Stream, 2021

    Figure 103: Middle East & Africa Esports Market Value Share Analysis, by Revenue Stream, 2031

    Figure 104: Middle East & Africa Esports Market Absolute Opportunity (US$ Mn), by Game Publisher Fees, 2021 – 2031

    Figure 105: Middle East & Africa Esports Market Absolute Opportunity (US$ Mn), by Media Rights, 2021 – 2031

    Figure 106: Middle East & Africa Esports Market Absolute Opportunity (US$ Mn), by Advertising, 2021 – 2031

    Figure 107: Middle East & Africa Esports Market Absolute Opportunity (US$ Mn), by Sponsorship, 2021 – 2031

    Figure 108: Middle East & Africa Esports Market Absolute Opportunity (US$ Mn), by Merchandizing & Tickets 2021 – 2031

    Figure 109: Middle East & Africa Esports Market Value Share Analysis, by Country, 2021

    Figure 110: Middle East & Africa Esports Market Value Share Analysis, by Country, 2031

    Figure 111: The United Arab Emirates Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 112: South Africa Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

    Figure 113: South America Esports Revenue Opportunity Share, by Platform

    Figure 114: South America Esports Revenue Opportunity Share, by Revenue Stream

    Figure 115: South America Esports Revenue Opportunity Share, by Country

    Figure 116: South America Esports Market Value Share Analysis, by Platform, 2021

    Figure 117: South America Esports Market Value Share Analysis, by Platform, 2031

    Figure 118: South America Esports Market Absolute Opportunity (US$ Mn), by Online, 2021 – 2031

    Figure 119: South America Esports Market Absolute Opportunity (US$ Mn), by Offline, 2021 – 2031

    Figure 120: South America Esports Market Value Share Analysis, by Revenue Stream, 2021

    Figure 121: South America Esports Market Value Share Analysis, by Revenue Stream, 2031

    Figure 122: South America Esports Market Absolute Opportunity (US$ Mn), by Game Publisher Fees, 2021 – 2031

    Figure 123: South America Esports Market Absolute Opportunity (US$ Mn), by Media Rights, 2021 – 2031

    Figure 124: South America Esports Market Absolute Opportunity (US$ Mn), by Advertising, 2021 – 2031

    Figure 125: South America Esports Market Absolute Opportunity (US$ Mn), by Sponsorship, 2021 – 2031

    Figure 126: South America Esports Market Absolute Opportunity (US$ Mn), by Merchandizing & Tickets 2021 – 2031

    Figure 127: South America Esports Market Value Share Analysis, by Country, 2021

    Figure 128: South America Esports Market Value Share Analysis, by Country, 2031

    Figure 129: Brazil Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031 

    Figure 130: Argentina Esports Market Opportunity Growth Analysis (US$ Mn) Forecast, 2021 – 2031

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