The global esports market reached a value of US$ 1.18 Billion in 2021. Looking forward, IMARC Group expects the market to reach US$ 3.86 Billion by 2027, exhibiting at a CAGR of 22.4% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic. These insights are included in the report as a major market contributor.

Esports is a form of sports wherein the primary aspects of the game are facilitated by electronic systems. Also known as electronic sports, it is a competitive video gaming coordinated by different leagues, ladders, and tournaments. It assists in improving hand-eye coordination, attention, visual acuity, basic visual processing, and executive function. As it also aids in solving the problem and developing strategy skills, boosting self-confidence and player socialization, it is gaining immense popularity across the globe.

Esports Market Trends:
There is currently an increase in the time viewers spend watching live streams of different games on Twitch, HitBox, Beam, Azubu, Bigo Live, YouTube Gaming and other platforms on account of the easy availability of high-speed internet connection. This has positively influenced advertising companies to collaborate with esports gamers and generate revenue from advertisements shown during live streams on online platforms and on video-on-demand content of esports matches or esports television (TV). Apart from this, organizations around the world are working with esports stakeholders to protect the integrity of competition and investigate all forms of cheating, including match manipulation. Furthermore, leading market players are also focusing on offering games on different platforms, such as consoles, personal computers (PCs), and mobile phones. This, along with the growing popularity of esports among the youth and continuous investments in the esports industry worldwide, is driving the market. Some of the major factors, including a rise in the audience reach and engagement activities, a significant improvement of the infrastructure for the league tournaments, and an increase in the professionalization of the industry is offering lucrative growth opportunities to game developers, players, and event organizers, are projected to impel the market growth.

Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global esports market, along with forecasts at the global, regional and country level from 2022-2027. Our report has categorized the market based on revenue model, platform and games.

Breakup by Revenue Model:

Media Rights
Advertising and Sponsorships
Merchandise and Tickets
Others

Breakup by Platform:

PC-based Esports
Consoles-based Esports
Mobile and Tablets

Breakup by Games:

Multiplayer Online Battle Arena (MOBA)
Player vs Player (PvP)
First Person Shooters (FPS)
Real Time Strategy (RTS)

Breakup by Region:

North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa

Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Activision Blizzard Inc., Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., FACEIT, Gameloft SE (Vivendi SE), Gfinity PLC, Intel Corporation, Modern Times Group, Nintendo Co. Ltd., NVIDIA Corporation, Riot Games Inc., Valve Corporation and Zynga Inc. Key Questions Answered in This Report:
How has the global esports market performed so far and how will it perform in the coming years?
What has been the impact of COVID-19 on the global esports market?
What are the key regional markets?
What is the breakup of the market based on the revenue model?
What is the breakup of the market based on the platform?
What is the breakup of the market based on the games?
What are the various stages in the value chain of the industry?
What are the key driving factors and challenges in the industry?
What is the structure of the global esports market and who are the key players?
What is the degree of competition in the industry?