Global Esports Market Overview:
The latest report published by IMARC Group, titled “Esports Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027,” offers a comprehensive analysis of the industry, which comprises insights on the global esports industry share. The report also includes competitor and regional analysis, and contemporary advancements in the global market. 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.
Esports, or electronic sports, are online games organized in a highly competitive environment played for monetary gain. They are facilitated by electronic systems and are coordinated by different leagues, ladders, and tournaments. Esports can either be played one-on-one or against teams. Esports aid hand-eye coordination, attention, visual acuity, basic visual processing, and executive functions in players. They also enhance problem-solving abilities, improve strategy skills, boosts self-confidence and player socialization. As a result, esports are gaining popularity among individuals, especially Gen Z and the millennial population.
Report Coverage:
Base Year of the Analysis | 2021 |
Historical Period | 2016-2021 |
Forecast Period | 2022-2027 |
As the novel coronavirus (COVID-19) crisis takes over the world, we are continuously tracking the changes in the markets, as well as the purchase behaviors of the consumers globally–our estimates about the latest market trends and forecast values after considering the impact of this pandemic.
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Global Esports Market Trends:
The market is primarily driven by the growing pop-culturization of the sports industry. In addition, the increasing time viewers spend watching live game streams on platforms such as Twitch, Beam, Azubi, Bingo Live, and YouTube is also fueling the market growth. Apart from this, there has been a significant shift toward gaming as a professional career opportunity from a casual hobby, which is escalating its demand across varying age groups. Besides this, leading players are focusing on offering games on different mediums like consoles, personal computers, and mobile phones. Moreover, various universities and colleges are starting a dedicated esports curriculum to develop skilled professionals. Furthermore, the extensive investments by several media organizations for winning exclusive media rights to broadcast the live streaming of events and numerous advertising campaigns are increasing audience reach and engagement activities, thereby creating a positive outlook for the market.
Global Esports Market 2022-2027 Analysis and Segmentation:
Competitive Landscape with Key Players:
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
- Zynga Inc.
Market Breakup by Revenue Model:
- Media Rights
- Advertising and Sponsorships
- Merchandise and Tickets
- Others
Market Breakup by Platform:
- PC-based Esports
- Consoles-based Esports
- Mobile and Tablets
Market Breakup by Games:
- Multiplayer Online Battle Arena (MOBA)
- Player vs Player (PvP)
- First Person Shooters (FPS)
- Real Time Strategy (RTS)
Market Breakup by Region:
- North America (United States, Canada)
- Europe (Germany, France, United Kingdom, Italy, Spain, Others)
- Asia Pacific (China, Japan, India, Australia, Indonesia, Korea, Others)
- Latin America (Brazil, Mexico, Others)
- Middle East and Africa (United Arab Emirates, Saudi Arabia, Qatar, Iraq, Other)
Key Highlights of the Report:
- Market Performance (2016-2021)
- Market Outlook (2022-2027)
- Porter’s Five Forces Analysis
- Market Drivers and Success Factors
- SWOT Analysis
- Value Chain
- Comprehensive Mapping of the Competitive Landscape
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