Impact Analysis of Covid-19

The complete version of the Report will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.

Market Overview

Esports also styled as e-sports are a type of video game sports competition. Competitors from different teams participate in the same game. There are number of popular games, for which different teams face off such as Fortnite, Counter-Strike, League of Legends, Call of Duty, and others. Esports has gained significant popularity over the years, typically due to the rapid growth of the PC gaming sector. Live streaming of gaming is another that has led to a massive rise in the popularity of esports.

The global esports market is expected grow at a CAGR of 20.3% expected reach to US$ 3.73 billion by 2027.

Market Dynamics- Drivers

  1. Rising popularity of video games is expected to drive growth of the global esports market during the forecast period

Video games have gained massive popularity over the years, especially due to the advent of novel products from video game console developers including Microsoft, Sony Interactive Entertainment, Nintendo, etc. Video gaming sector is changing rapidly from being a casual hobby to pass time to professional career opportunities. In fact, esports has gained similar traction and fixation to conventional sports. Massive esports tournaments are being organized across the globe with lucrative sponsors and significant investments from international brands. Furthermore, many celebrities endorse such tournaments with live streaming being the major source of viewing. As a result of this, the demand for esports and relevant products is increasing rapidly. Therefore, these factors are expected to drive growth of the global esports market during the forecast period.

  1. Academic courses from universities for gaming is expected to propel the global esports market growth over the forecast period

Although gaming was considered a casual hobby in the past, over the years it has grown into a professional career option for many aspiring gamers. Many universities and colleges have started enrolment for professional gaming courses or esports degrees. For instance, in the U.S., over 100 high schools have started esports programs with conventional sports such as soccer and hockey. In fact, Becker College in Massachusetts, Ohio State University, and Shenandoah University, Virginal have started esports degree courses in their respective curriculum. Furthermore, many institutions offer scholarship for aspiring gamers, which is expected to boost esports popularity. Therefore, these factors are expected to propel the global esports market growth over the forecast period.

Statistics:

North America held dominant position in the global esports market in 2019, accounting for 34.6% share in terms of value, followed by Europe and Asia Pacific respectively

Figure 1: Global eSports Market Share (%) in terms of Value, By Region, 2019

eSports  | Coherent Market Insights

eSports Market - Impact of Coronavirus (Covid-19) Pandemic

The Covid-19 has a positive impact on global esport market. With large number of people staying indoors, sports fanatics across the globe have taken to video gaming in the age of the pandemic.As many countries imposed the lockdown during the pandemic, many esport competition organisers seized the opportunities and organized the sporting events. Moreover, the traditional over the board/offpremise sports such Chess was held online. For instance, in August 2020, Chess Olympiad which is one of the major over the board chess tournament was conducted online due to the pandemic. Also, the online game streaming COVID-19 is expected to propel the market growth during the year 2020. 

Market Dynamics- Restraints

  1. Lack of standardization is expected to hamper the global esports market growth over the forecast period

Currently, there is no governing authority over esports and thus, it lacks standardization. Esports is relatively a new industry with a lot of participants complain that some tournaments lack authenticity, making it difficult to find whether a tournament is real or full of scams. Furthermore, there is lack of standardization for market players in terms of sponsorship, advertising, and contracts. Salaries of players remain significantly inadequate for novel players even though there is necessary involvement. There are constant issues regarding poor contracts between teams and brands. Therefore, these factors are expected to hamper the global esports market growth over the forecast period.

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Report Coverage Details
Base Year: 2019 Market Size in 2019: USD 880.1 Mn
Historical Data for: 2017 to 2019 Forecast Period: 2020 to 2027
Forecast Period 2020 to 2027 CAGR: 20.3% 2027 Value Projection: USD 3,731.1 Mn
Geographies covered:
  • North America: U.S., Canada
  • Latin America: Brazil, Argentina, Mexico, Rest of Latin America
  • Europe: Germany, U.K., Spain, France, Italy, Russia, Rest of Europe
  • Asia Pacific: China, India, Japan, Australia, South Korea, ASEAN, Rest of Asia Pacific
  • Middle East and Africa: South Africa, North Africa, Central Africa
Segments covered:
  • By Revenue Stream -(Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights, and Others)
Companies covered:

Activision Blizzard, Inc., NVIDIA Corporation, Valve Corporation, Nintendo of America Inc., Riot Games, Inc., Epic Games, Inc., Tencent Holding Limited, Gameloft SE, Turner Broadcasting System, CJ Corporation and Electronic Arts Inc. and Others

Growth Drivers:
  • Rising popularity of video games is expected to drive growth of the global esports market during the forecast period
  • Academic courses from universities for gaming is expected to propel the global esports market growth over the forecast perio
Restraints & Challenges:
  • Lack of standardization is expected to hamper the global esports market growth over the forecast period
  • Limited tournament infrastructure and fewer organizations are expected to restrain growth of the global esports market during the forecast period
  1. Limited tournament infrastructure and fewer organizations are expected to restrain growth of the global esports market during the forecast period

Currently, there is limited tournament infrastructure available with fewer organizations operating in the market. Such limitations have led to restricted revenue streams for team owners and players. Such factors are expected to restrain growth of the global esports market during the forecast period.

Market Opportunities

  1. Rising investment in the gaming industry can present lucrative growth opportunities in the global esports market

Esports has witnessed significant investment in the recent past, providing a diverse range of opportunities for subsectors. Many esports companies have raised investments via traditional venture capital activities. For instance, in May 2020, BLAS, a Denmark-based tournament organizer secured funding of US$ 17.4 million, led by Rocket Software and Vækstfonden, a Danish investment fund firm. Such robust investment has led to increased opportunities for aspiring market players.

  1. Increasing number of events with large prize pools can provide major business opportunities in the global esports market

Esports tournaments have started gaining more and more popularity among people, especially in emerging economies such as India and China. For instance, prize money for DOTA 2 tournament in 2020 was US$ 6 million, making it the highest-paid game in esports market. Furthermore, in 2020, CS:GO had prize money of US$ 4.9 million, making it the most active game in 2020. Such high prize money pools have increased the popularity of esports across the globe.

Figure 2: Global eSports Market Value (US$ Bn), 2017 - 2027

eSports  | Coherent Market Insights

The global esports market is expected to reach a value of US$ 3.73 Bn by 2027 at a CAGR of 20.3% between 2020 and 2027.

Market Trends

Rising popularity of mobile gaming is an emerging trend in the market

Mobile gaming has provided a massive opportunity for esports market players, especially in emerging economies such as India, China, Vietnam, and Indonesia. Mobile games such as PUBG and Garena Free Fire have gained significant popularity in the aforementioned countries. According to Sensor Tower data, in 2020, Garena Free Fire collected over US$ 300 million, while PUBG collected over US$ 3 billion in revenue with India securing top place in the download chart.

Competitive Section

Key companies operating in the global esports market are Activision Blizzard, Inc., NVIDIA Corporation, Valve Corporation, Nintendo of America Inc., Riot Games, Inc., Epic Games, Inc., Tencent Holding Limited, Gameloft SE, Turner Broadcasting System, CJ Corporation and Electronic Arts Inc.

Key Developments

  1. Major companies are focused on partnerships and collaborations, in order to gain a competitive edge in the market. For instance, in January 2020, Activision Blizzard, Inc. entered into a multi-year strategic partnership with Google Inc. to power new player experiences.
  2. Major players are focused on product launches, in order to enhance the product portfolio. For instance, in January 2020, NVIDIA Corporation launched a new G-SYNC esports display.

Esports is a form of competition using video games. Generally, esports takes in the form of multiplayer video game competitions, especially among professional players, or teams. Competitors from different teams participate in the same game. The most common video games associated esports are PlayerUnknown Battleground (PUBG), Counter-Strike, League Legends, Dota, Super Smash Bros, etc. The esports revenue is generated through sponsorships and advertisements, tickets and merchandise, and media rights. Esports has become significantly popular over the years with the advent of novel gaming consoles, advanced features in PC, and supportive equipment such as headsets.

Market Dynamics

The popularity of the esports has grown significantly in recent years. Previously, esports was considered as a casual hobby among teenagers. However, it has grown to become a professional career option for many. In 2020, one of the popular online game CS:GO has recorded around 20 million concurrent gamers. With the increasing inclination of gamers towards live streaming of online games especially in emerging economies such as India, Brazil, Indonesia has propelled the demand for e-sports. Moreover, the esports tournament organizers are streaming their tournament online for their live audience. For instance, in 2016, League of Legends world championship finals were watched by 43 million online viewers. Sponsorships and advertisements, tickets and merchandise, and media rights are major revenue sources for esports organisers. With the increasing number of companies are investing in the esports the market the  esports market is also expected to witness the significant growth in near future.

Key features of the study:

  • This report provides in-depth analysis of the global esports market size (US$ Million) and compound annual growth rate (CAGR %) for the forecast period (2020– 2027), considering 2019 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading  market players
  • It profiles leading players in the global esports market based on the following parameters – company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
  • Companies covered as part of this study include Activision Blizzard, Inc., NVIDIA Corporation, Valve Corporation, Nintendo of America Inc., Riot Games, Inc., Epic Games, Inc., Tencent Holding Limited, Gameloft SE, Turner Broadcasting System, CJ Corporation and Electronic Arts Inc.
  • Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
  • The global esports market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global esports market

Detailed Segmentation

  • Global eSports Market, By Revenue Stream:
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
    • Others
  • Global eSports Market, By Region:
    • North America
      • By Revenue Stream:
        • Sponsorship
        • Advertising
        • Merchandise & Tickets
        • Publisher Fees
        • Media Rights
        • Others
      • By Country:
        • U.S.
        • Canada
    • Europe
      • By Revenue Stream:
        • Sponsorship
        • Advertising
        • Merchandise & Tickets
        • Publisher Fees
        • Media Rights
        • Others
      • By Country:
        • Germany
        • U.K.
        • France
        • Italy
        • Spain
        • Russia
        • Rest of Europe
    • Asia Pacific
      • By Revenue Stream:
        • Sponsorship
        • Advertising
        • Merchandise & Tickets
        • Publisher Fees
        • Media Rights
        • Others
      • By Country:
        • China
        • India
        • Japan
        • Australia
        • South Korea
        • ASEAN
        • Rest of Asia Pacific
    • Latin America
      • By Revenue Stream:
        • Sponsorship
        • Advertising
        • Merchandise & Tickets
        • Publisher Fees
        • Media Rights
        • Others
      • By Country:
        • Brazil
        • Mexico
        • Rest of Latin America
    • Middle East and Africa
      • By Revenue Stream:
        • Sponsorship
        • Advertising
        • Merchandise & Tickets
        • Publisher Fees
        • Media Rights
        • Others
      • By Country/Region:
        • GCC Countries
        • South Africa
        • Rest of Middle East and Africa
  • Company Profiles
    • Activision Blizzard, Inc.*
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/ Updates
    • CJ Corporation
    • Electronic Arts Inc.
    • Epic Games, Inc.
    • Gameloft SE
    • Nintendo of America Inc.
    • NVIDIA Corporation
    • Riot Games, Inc.
    • Tencent Holding Limited
    • Turner Broadcasting System
    • Valve Corporation

“*” marked represents similar segmentation in other categories in the respective section.

Table of Contents

  1. Research Objectives and Assumptions
    • Research Objectives
    • Assumptions
    • Abbreviations
  2. Market Purview
    • Report Description
      • Market Definition and Scope
    • Executive Summary
      • Market Snippet, By Revenue Sources
      • Market Snippet, By Region
    • Coherent Opportunity Map (COM)
  3. Market Dynamics, Regulations, and Trends Analysis
    • Market Dynamics
      • Drivers
      • Restraints
      • Market Opportunities
    • Regulatory Scenario
    • Component Trend
    • Merger and Acquisitions
    • New system Launch/Approvals
  4. Analyst View on Impact of COVID-19 on Market
    • Short Term
    • Long term
  5. Consumer Behaviour Analysis
    • Esports Demographics
      • Age
      • Gender
    • Media Consumption Habits
      • Streming Platform Analysis
    • Esports Audience Opportunity Analysis
  6. Global eSports Market, By Revenue Stream, 2017-2027 (US$ Million)
    • Introduction
      • Market Share Analysis, 2017 and 2027 (%)
      • Segment trends
    • Sponsorship
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Million)
    • Advertising
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Million)
    • Merchandise & Tickets
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Million)
    • Publisher Fees
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Million)
    • Media Rights
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Million)
    • Others
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Million)
  7. Global eSports Market, By Region, 2017-2027  (US$ Million)
    • Introduction
      • Market Share Analysis, By Region, 2017 and 2027 (%)
    • North America
      • Regional Trends
      • Market Size and Forecast, By Revenue Stream, 2020–2027(US$ Million)
      • Market Share Analysis, By Country, 2019 and 2027 (%)
        • U.S.
        • Canada
    • Europe
      • Regional Trends
      • Market Size and Forecast, By Revenue Stream, 2020–2027(US$ Million)
      • Market Share Analysis, By Country, 2019 and 2027 (%)
        • U.K.
        • Germany
        • Italy
        • France
        • Russia
        • Rest of Europe
    • Asia Pacific
      • Regional Trends
      • Market Size and Forecast, By Revenue Stream, 2020–2027(US$ Million)
      • Market Share Analysis, By Country, 2019 and 2027 (%)
        • China
        • India
        • Japan
        • ASEAN
        • Australia
        • South Korea
        • Rest of Asia Pacific
    • Latin America
      • Regional Trends
      • Market Size and Forecast, By Revenue Stream, 2020–2027(US$ Million)
      • Market Share Analysis, By Country, 2019 and 2027 (%)
        • Brazil
        • Mexico
        • Rest of Latin America
    • Middle East and Africa
      • Regional Trends
      • Market Size and Forecast, By Revenue Stream, 2020–2027(US$ Million)
      • Market Share Analysis, By Country, 2019 and 2027 (%)
        • GCC Countries
        • South Africa
        • Rest of Middle East and Africa
  8. Competitive Landscape
    • Company Profiles
      • Activision Blizzard, Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • CJ Corporation
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Electronic Arts Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Epic Games, Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Gameloft SE
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Nintendo of America Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • NVIDIA Corporation
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Riot Games, Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Tencent Holding Limited
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Turner Broadcasting System
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Valve Corporation
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
  9. Section
    • References
    • Research Methodology
    • About us and Sales Contact

*Browse market data tables and figures on “Global eSports Market -forecast to 2027”.

Frequently Asked Questions

The global market for eSports is expected to reach USD 3,731.1 Million by 2027.
The market is expected to grow at 20.3% CAGR over the period (2020-2027).
Rising popularity of video games is expected to drive growth of the global esports market during the forecast period.
Media Rights sub-segment holds the highest CAGR during the forecast period.
Asia Pacific region hold the largest share in the global eSports market in 2019, accounting for 34.6% share in terms of value.
Key players operating in the global eSports market are Activision Blizzard, Inc., NVIDIA Corporation, Valve Corporation, Nintendo of America Inc., Riot Games, Inc., Epic Games, Inc., Tencent Holding Limited, Gameloft SE, Turner Broadcasting System, CJ Corporation and Electronic Arts Inc.
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