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Global ESport Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 9/22/2022
  • NO OF PAGES
  • 284
  • CATEGORY
  • Information Technology
The ESport market report is a perfect foundation for people looking out for a comprehensive study and analysis of the ESport market. On the basis of historic growth analysis and current scenario of ESport market place, the report intends to offer actionable insights and outlook on global / regional market growth projections. Authenticated data presented in report is based on findings of extensive primary and secondary research. Insights drawn from data serve as excellent tool that facilitate deeper understanding of multiple aspects of global ESport market. These further helps users with their developmental strategy.

This report examines all the key factors influencing growth of global ESport market, including demand-supply scenario, pricing structure, profit margins, production and value chain / ecosystem analysis. Regional assessment of global ESport market unlocks a plethora of untapped opportunities in regional and domestic market places. Detailed company profiling enables users to evaluate company shares analysis, emerging product lines, scope of NPD in new markets, pricing strategies, innovation possibilities and much more.

Global ESport Market: Major Players
Hi Rez Studios
Turner Broadcasting System
Twitch.TV
Gfinity
Nintendo
Faceit
Alisports
Valve Corporation
Rovio Entertainment
Wargaming Public
Kabum
Youtube
CJ Corporation
Facebook
Gungho Online Entertainment
Beyond the Summit
Activision Blizzard
Tencent
Modern Times Group
Electronic Arts

Global ESport Market: By Types
First person shooter
Real time strategy
Multiple online battle arena games
Others

Global ESport Market: By Applications
Profession
Amateur
Others



Global ESport Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global ESport market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.

Global ESport Market: Market Size Estimation
Both the top-down and bottom-up approaches were used to estimate and validate the size of the market and to estimate the size of various other dependent sub-markets of various marketspaces. The key players in the markets are identified through secondary research, and their market contributions in different applications across regions and globally were determined through primary and secondary research. This entire process included the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. All the possible parameters that affect the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analysed to arrive at the final quantitative and qualitative data. This data has been consolidated, and detailed inputs and analysis from Analytics Market Research added before being presented in this report.

Frequently Asked Questions
• What is the market size and growth projections?
• What is the market size and growth projection for each of the market segments and sub-segments across Countries & Regions?
• What are the top performing segments, and countries / regions of each of the markets?
• What is the market size and growth rate across key countries / regions?
• How big is the global & regional market in terms of revenue and volume?
• How far market will grow in forecast period in terms of revenue and volume?
• What factors will influence demand and supply trends across each markets during the forecast period?
• What are the technology trends shaping various markets?
• Which country / region has more opportunities?
• What is the COVID-19 impact on the market and how long will it take to recover?
• Who are the key competitors of market Players?
• What are the market share (%) of Key Players?
• What are the Merger & Acquisition, New Product Launch, Recent Development within each of the Markets?
• What are PEST analysis, Ecosystem Analysis, Porter's Five Forecast Analysis, Ansoff Matrix, and SWOT Analysis among other analyses for diverse markets?
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035


1 ESport Market Definition and Overview
1.1 Objectives of the Study
1.2 Overview of ESport
1.3 ESport Market Scope and Market Size Estimation
1.4 Market Segmentation
1.4.1 Types of ESport
1.4.2 Applications of ESport
1.5 Market Exchange Rate

2 Research Method and Logic
2.1 Methodology
2.2 Research Data Source

3 Market Competition Analysis
3.1 Hi Rez Studios Market Performance Analysis
3.1.1 Hi Rez Studios Basic Information
3.1.2 Product and Service Analysis
3.1.3 Strategies for Company to Deal with the Impact of COVID-19
3.1.4 Hi Rez Studios Sales, Value, Price, Gross Margin 2016-2021
3.2 Turner Broadcasting System Market Performance Analysis
3.2.1 Turner Broadcasting System Basic Information
3.2.2 Product and Service Analysis
3.2.3 Strategies for Company to Deal with the Impact of COVID-19
3.2.4 Turner Broadcasting System Sales, Value, Price, Gross Margin 2016-2021
3.3 Twitch.TV Market Performance Analysis
3.3.1 Twitch.TV Basic Information
3.3.2 Product and Service Analysis
3.3.3 Strategies for Company to Deal with the Impact of COVID-19
3.3.4 Twitch.TV Sales, Value, Price, Gross Margin 2016-2021
3.4 Gfinity Market Performance Analysis
3.4.1 Gfinity Basic Information
3.4.2 Product and Service Analysis
3.4.3 Strategies for Company to Deal with the Impact of COVID-19
3.4.4 Gfinity Sales, Value, Price, Gross Margin 2016-2021
3.5 Nintendo Market Performance Analysis
3.5.1 Nintendo Basic Information
3.5.2 Product and Service Analysis
3.5.3 Strategies for Company to Deal with the Impact of COVID-19
3.5.4 Nintendo Sales, Value, Price, Gross Margin 2016-2021
3.6 Faceit Market Performance Analysis
3.6.1 Faceit Basic Information
3.6.2 Product and Service Analysis
3.6.3 Strategies for Company to Deal with the Impact of COVID-19
3.6.4 Faceit Sales, Value, Price, Gross Margin 2016-2021
3.7 Alisports Market Performance Analysis
3.7.1 Alisports Basic Information
3.7.2 Product and Service Analysis
3.7.3 Strategies for Company to Deal with the Impact of COVID-19
3.7.4 Alisports Sales, Value, Price, Gross Margin 2016-2021
3.8 Valve Corporation Market Performance Analysis
3.8.1 Valve Corporation Basic Information
3.8.2 Product and Service Analysis
3.8.3 Strategies for Company to Deal with the Impact of COVID-19
3.8.4 Valve Corporation Sales, Value, Price, Gross Margin 2016-2021
3.9 Rovio Entertainment Market Performance Analysis
3.9.1 Rovio Entertainment Basic Information
3.9.2 Product and Service Analysis
3.9.3 Strategies for Company to Deal with the Impact of COVID-19
3.9.4 Rovio Entertainment Sales, Value, Price, Gross Margin 2016-2021
3.10 Wargaming Public Market Performance Analysis
3.10.1 Wargaming Public Basic Information
3.10.2 Product and Service Analysis
3.10.3 Strategies for Company to Deal with the Impact of COVID-19
3.10.4 Wargaming Public Sales, Value, Price, Gross Margin 2016-2021
3.11 Kabum Market Performance Analysis
3.11.1 Kabum Basic Information
3.11.2 Product and Service Analysis
3.11.3 Strategies for Company to Deal with the Impact of COVID-19
3.11.4 Kabum Sales, Value, Price, Gross Margin 2016-2021
3.12 Youtube Market Performance Analysis
3.12.1 Youtube Basic Information
3.12.2 Product and Service Analysis
3.12.3 Strategies for Company to Deal with the Impact of COVID-19
3.12.4 Youtube Sales, Value, Price, Gross Margin 2016-2021
3.13 CJ Corporation Market Performance Analysis
3.13.1 CJ Corporation Basic Information
3.13.2 Product and Service Analysis
3.13.3 Strategies for Company to Deal with the Impact of COVID-19
3.13.4 CJ Corporation Sales, Value, Price, Gross Margin 2016-2021
3.14 Facebook Market Performance Analysis
3.14.1 Facebook Basic Information
3.14.2 Product and Service Analysis
3.14.3 Strategies for Company to Deal with the Impact of COVID-19
3.14.4 Facebook Sales, Value, Price, Gross Margin 2016-2021
3.15 Gungho Online Entertainment Market Performance Analysis
3.15.1 Gungho Online Entertainment Basic Information
3.15.2 Product and Service Analysis
3.15.3 Strategies for Company to Deal with the Impact of COVID-19
3.15.4 Gungho Online Entertainment Sales, Value, Price, Gross Margin 2016-2021
3.16 Beyond the Summit Market Performance Analysis
3.16.1 Beyond the Summit Basic Information
3.16.2 Product and Service Analysis
3.16.3 Strategies for Company to Deal with the Impact of COVID-19
3.16.4 Beyond the Summit Sales, Value, Price, Gross Margin 2016-2021
3.17 Activision Blizzard Market Performance Analysis
3.17.1 Activision Blizzard Basic Information
3.17.2 Product and Service Analysis
3.17.3 Strategies for Company to Deal with the Impact of COVID-19
3.17.4 Activision Blizzard Sales, Value, Price, Gross Margin 2016-2021
3.18 Tencent Market Performance Analysis
3.18.1 Tencent Basic Information
3.18.2 Product and Service Analysis
3.18.3 Strategies for Company to Deal with the Impact of COVID-19
3.18.4 Tencent Sales, Value, Price, Gross Margin 2016-2021
3.19 Modern Times Group Market Performance Analysis
3.19.1 Modern Times Group Basic Information
3.19.2 Product and Service Analysis
3.19.3 Strategies for Company to Deal with the Impact of COVID-19
3.19.4 Modern Times Group Sales, Value, Price, Gross Margin 2016-2021
3.20 Electronic Arts Market Performance Analysis
3.20.1 Electronic Arts Basic Information
3.20.2 Product and Service Analysis
3.20.3 Strategies for Company to Deal with the Impact of COVID-19
3.20.4 Electronic Arts Sales, Value, Price, Gross Margin 2016-2021

4 Market Segment by Type, Historical Data and Market Forecasts
4.1 Global ESport Production and Value by Type
4.1.1 Global ESport Production by Type 2016-2021
4.1.2 Global ESport Market Value by Type 2016-2021
4.2 Global ESport Market Production, Value and Growth Rate by Type 2016-2021
4.2.1 First person shooter Market Production, Value and Growth Rate
4.2.2 Real time strategy Market Production, Value and Growth Rate
4.2.3 Multiple online battle arena games Market Production, Value and Growth Rate
4.2.4 Others Market Production, Value and Growth Rate
4.3 Global ESport Production and Value Forecast by Type
4.3.1 Global ESport Production Forecast by Type 2021-2026
4.3.2 Global ESport Market Value Forecast by Type 2021-2026
4.4 Global ESport Market Production, Value and Growth Rate by Type Forecast 2021-2026
4.4.1 First person shooter Market Production, Value and Growth Rate Forecast
4.4.2 Real time strategy Market Production, Value and Growth Rate Forecast
4.4.3 Multiple online battle arena games Market Production, Value and Growth Rate Forecast
4.4.4 Others Market Production, Value and Growth Rate Forecast

5 Market Segment by Application, Historical Data and Market Forecasts
5.1 Global ESport Consumption and Value by Application
5.1.1 Global ESport Consumption by Application 2016-2021
5.1.2 Global ESport Market Value by Application 2016-2021
5.2 Global ESport Market Consumption, Value and Growth Rate by Application 2016-2021
5.2.1 Profession Market Consumption, Value and Growth Rate
5.2.2 Amateur Market Consumption, Value and Growth Rate
5.2.3 Others Market Consumption, Value and Growth Rate
5.3 Global ESport Consumption and Value Forecast by Application
5.3.1 Global ESport Consumption Forecast by Application 2021-2026
5.3.2 Global ESport Market Value Forecast by Application 2021-2026
5.4 Global ESport Market Consumption, Value and Growth Rate by Application Forecast 2021-2026
5.4.1 Profession Market Consumption, Value and Growth Rate Forecast
5.4.2 Amateur Market Consumption, Value and Growth Rate Forecast
5.4.3 Others Market Consumption, Value and Growth Rate Forecast

6 Global ESport by Region, Historical Data and Market Forecasts
6.1 Global ESport Sales by Region 2016-2021
6.2 Global ESport Market Value by Region 2016-2021
6.3 Global ESport Market Sales, Value and Growth Rate by Region 2016-2021
6.3.1 North America
6.3.2 Europe
6.3.3 Asia Pacific
6.3.4 South America
6.3.5 Middle East and Africa
6.4 Global ESport Sales Forecast by Region 2021-2026
6.5 Global ESport Market Value Forecast by Region 2021-2026
6.6 Global ESport Market Sales, Value and Growth Rate Forecast by Region 2021-2026
6.6.1 North America
6.6.2 Europe
6.6.3 Asia Pacific
6.6.4 South America
6.6.5 Middle East and Africa

7 United State Market Size Analysis 2016-2026
7.1 United State ESport Value and Market Growth 2016-2021
7.2 United State ESport Sales and Market Growth 2016-2021
7.3 United State ESport Market Value Forecast 2021-2026

8 Canada Market Size Analysis 2016-2026
8.1 Canada ESport Value and Market Growth 2016-2021
8.2 Canada ESport Sales and Market Growth 2016-2021
8.3 Canada ESport Market Value Forecast 2021-2026

9 Germany Market Size Analysis 2016-2026
9.1 Germany ESport Value and Market Growth 2016-2021
9.2 Germany ESport Sales and Market Growth 2016-2021
9.3 Germany ESport Market Value Forecast 2021-2026

10 UK Market Size Analysis 2016-2026
10.1 UK ESport Value and Market Growth 2016-2021
10.2 UK ESport Sales and Market Growth 2016-2021
10.3 UK ESport Market Value Forecast 2021-2026

11 France Market Size Analysis 2016-2026
11.1 France ESport Value and Market Growth 2016-2021
11.2 France ESport Sales and Market Growth 2016-2021
11.3 France ESport Market Value Forecast 2021-2026

12 Italy Market Size Analysis 2016-2026
12.1 Italy ESport Value and Market Growth 2016-2021
12.2 Italy ESport Sales and Market Growth 2016-2021
12.3 Italy ESport Market Value Forecast 2021-2026

13 Spain Market Size Analysis 2016-2026
13.1 Spain ESport Value and Market Growth 2016-2021
13.2 Spain ESport Sales and Market Growth 2016-2021
13.3 Spain ESport Market Value Forecast 2021-2026

14 Russia Market Size Analysis 2016-2026
14.1 Russia ESport Value and Market Growth 2016-2021
14.2 Russia ESport Sales and Market Growth 2016-2021
14.3 Russia ESport Market Value Forecast 2021-2026

15 China Market Size Analysis 2016-2026
15.1 China ESport Value and Market Growth 2016-2021
15.2 China ESport Sales and Market Growth 2016-2021
15.3 China ESport Market Value Forecast 2021-2026

16 Japan Market Size Analysis 2016-2026
16.1 Japan ESport Value and Market Growth 2016-2021
16.2 Japan ESport Sales and Market Growth 2016-2021
16.3 Japan ESport Market Value Forecast 2021-2026

17 South Korea Market Size Analysis 2016-2026
17.1 South Korea ESport Value and Market Growth 2016-2021
17.2 South Korea ESport Sales and Market Growth 2016-2021
17.3 South Korea ESport Market Value Forecast 2021-2026

18 Australia Market Size Analysis 2016-2026
18.1 Australia ESport Value and Market Growth 2016-2021
18.2 Australia ESport Sales and Market Growth 2016-2021
18.3 Australia ESport Market Value Forecast 2021-2026

19 Thailand Market Size Analysis 2016-2026
19.1 Thailand ESport Value and Market Growth 2016-2021
19.2 Thailand ESport Sales and Market Growth 2016-2021
19.3 Thailand ESport Market Value Forecast 2021-2026

20 Brazil Market Size Analysis 2016-2026
20.1 Brazil ESport Value and Market Growth 2016-2021
20.2 Brazil ESport Sales and Market Growth 2016-2021
20.3 Brazil ESport Market Value Forecast 2021-2026

21 Argentina Market Size Analysis 2016-2026
21.1 Argentina ESport Value and Market Growth 2016-2021
21.2 Argentina ESport Sales and Market Growth 2016-2021
21.3 Argentina ESport Market Value Forecast 2021-2026

22 Chile Market Size Analysis 2016-2026
22.1 Chile ESport Value and Market Growth 2016-2021
22.2 Chile ESport Sales and Market Growth 2016-2021
22.3 Chile ESport Market Value Forecast 2021-2026

23 South Africa Market Size Analysis 2016-2026
23.1 South Africa ESport Value and Market Growth 2016-2021
23.2 South Africa ESport Sales and Market Growth 2016-2021
23.3 South Africa ESport Market Value Forecast 2021-2026

24 Egypt Market Size Analysis 2016-2026
24.1 Egypt ESport Value and Market Growth 2016-2021
24.2 Egypt ESport Sales and Market Growth 2016-2021
24.3 Egypt ESport Market Value Forecast 2021-2026

25 UAE Market Size Analysis 2016-2026
25.1 UAE ESport Value and Market Growth 2016-2021
25.2 UAE ESport Sales and Market Growth 2016-2021
25.3 UAE ESport Market Value Forecast 2021-2026

26 Saudi Arabia Market Size Analysis 2016-2026
26.1 Saudi Arabia ESport Value and Market Growth 2016-2021
26.2 Saudi Arabia ESport Sales and Market Growth 2016-2021
26.3 Saudi Arabia ESport Market Value Forecast 2021-2026

27 Market Dynamic Analysis and Development Suggestions
27.1 Market Drivers
27.2 Market Development Constraints
27.3 PEST Analysis
27.3.1 Political Factors
27.3.2 Economic Factors
27.3.3 Social Factors
27.3.4 Technological Factors
27.4 Industry Trends Under COVID-19
27.4.1 Risk Assessment on COVID-19
27.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
27.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
27.5 Market Entry Strategy Analysis
27.5.1 Market Definition
27.5.2 Client
27.5.3 Distribution Model
27.5.4 Product Messaging and Positioning
27.5.5 Price
27.6 Advice on Entering the Market

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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

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Case Study- ICT Sector

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Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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