According to the new research report published by Precedence Research, titled “eSports Market (By Streaming Type: On demand, Live; By Revenue Streams: Media Rights, Tickets and Merchandise, Sponsorship, Advertising, Publisher Fees; By Gaming Genre: First Person Shooter Games, Real-time Strategy Games, Fighting Games Multiplayer, Mass Multiplayer Online Role-playing Games, Online Battle Arena Games, Others) – Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2023-2032 (By Product: Traditional, Advanced; By Application: Pottery, Tiles, Abrasives, Sanitary wave, Bricks & pipes, Others; By End User: Medical, Industrial, Building & Construction, Others) – Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2023-2032”, the global eSports market size is expected to be worth around US$ 33.38 billion by 2032 and is poised to record a yearly growth rate of 22.47% from 2023 to 2032. The study investigates several elements and their consequences on the growth of the all-wheel drive market.
This report focuses on eSports market volume and value at the global level, regional level and company level. From a global perspective, this report represents the overall eSports market size by analysing historical data and future prospects. Regionally, this report focuses on several key regions: North America, Europe, the Middle East & Africa, Latin America, etc.
The research report includes specific segments by region (country), by company, by all segments. This study provides information about the growth and revenue during the historic and forecasted period of 2017 to 2032. Understanding the segments helps in identifying the importance of different factors that aid the market growth.
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The study also provides important advancements in organic and inorganic growth strategies in the worldwide eSports market. A lot of corporations are prioritizing new launches, product approvals, and other business expansion techniques. In addition, the report offers profiles of eSports market firms and market strategies. Furthermore, the research focuses on top industry participants, providing information such as company profiles, components and services offered, recent financial data, and key developments.
eSports Market Report Scope
Report Coverage | Details |
Market Size in 2023 | USD 5.38 Billion |
Market Size by 2032 | USD 33.38 Billion |
Growth Rate from 2023 to 2032 | CAGR of 22.47% |
Largest Market | North America |
Fastest Growing Market | Asia Pacific |
Base Year | 2022 |
Forecast Period | 2023 to 2032 |
Segments Covered | By Streaming Type, By Revenue Streams, and By Gaming Genre |
Regions Covered | North America, Europe, Asia-Pacific, Latin America and Middle East & Africa |
Also read: Functional Coatings Market Size US$ 822.93 Billion by 2032
Market Key Players
Company profiles have been included in the report, which include essentials such as product portfolio, key strategies, along with all-inclusive SWOT analysis on each player. Company presence is mapped and presented through a matrix for all the prominent players, thus providing readers with actionable insights, which helps in thoughtfully presenting market status and predicting the competition level in the eSports market.
Some of the prominent players in the eSports market include
- Tencent Holding Limited
- Nintendo of America Inc.
- Valve Corporation
- Activision Blizzard, Inc.
- Electronic Arts Inc.
- Gameloft SE
- Modern Times Group (MTG)
- Gfinity plc
- Allied Esports
- Take-Two Interactive
- Huya
- Fragbite Group
eSports Market Segmentations
By Streaming Type
- On demand
- Live
By Revenue Streams
- Media Rights
- Tickets and Merchandise
- Sponsorship
- Advertising
- Publisher Fees
By Gaming Genre
- First Person Shooter Games
- Real-time Strategy Games
- Fighting Games Multiplayer
- Mass Multiplayer Online Role-playing Games
- Online Battle Arena Games
- Others
By Geography
- North America
- Europe
- Asia-Pacific
- Latin America
- Middle East and Africa
Report Objectives
- To define, segment, and project the global market size for eSports market
- To understand the structure of the market by identifying its various sub-segments
- To provide detailed information about the key factors influencing the growth of the market (drivers, restraints, opportunities, and industry-specific challenges)
- To analyse the micro-markets, with respect to individual growth trends, future prospects, and their contributions to the total market
- To project the size of the market and its submarkets, in terms of value, with respect to global. (along with their respective key countries)
- To profile key players and comprehensively analyse their core competencies
- To understand the competitive landscape and identify major growth strategies adopted by players across the globe.
- To analyse the competitive developments such as expansions & investments, new product launches, mergers & acquisitions, joint ventures, and agreements
TABLE OF CONTENT
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology (Premium Insights)
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on ESports Market
5.1. COVID-19 Landscape: ESports Industry Impact
5.2. COVID 19 – Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global ESports Market, By Streaming Type
8.1. ESports Market, by Streaming Type, 2023-2032
8.1.1 On demand
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Live
8.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global ESports Market, By Revenue Streams
9.1. ESports Market, by Revenue Streams, 2023-2032
9.1.1. Media Rights
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. Tickets and Merchandise
9.1.2.1. Market Revenue and Forecast (2020-2032)
9.1.3. Sponsorship
9.1.3.1. Market Revenue and Forecast (2020-2032)
9.1.4. Advertising
9.1.4.1. Market Revenue and Forecast (2020-2032)
9.1.5. Publisher Fees
9.1.5.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global ESports Market, By Gaming Genre
10.1. ESports Market, by Gaming Genre, 2023-2032
10.1.1. First Person Shooter Games
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Real-time Strategy Games
10.1.2.1. Market Revenue and Forecast (2020-2032)
10.1.3. Fighting Games Multiplayer
10.1.3.1. Market Revenue and Forecast (2020-2032)
10.1.4. Mass Multiplayer Online Role-playing Games
10.1.4.1. Market Revenue and Forecast (2020-2032)
10.1.5. Online Battle Arena Games
10.1.5.1. Market Revenue and Forecast (2020-2032)
10.1.6. Others
10.1.6.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global ESports Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.1.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.1.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.1.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2. Europe
11.2.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3. APAC
11.3.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4. MEA
11.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.5.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.5.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
Chapter 12. Company Profiles
12.1. Tencent Holding Limited
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Nintendo of America Inc.
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Valve Corporation
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Activision Blizzard, Inc.
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Electronic Arts Inc.
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Gameloft SE
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Modern Times Group (MTG)
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. Gfinity plc
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Allied Esports
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Take-Two Interactive
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
Chapter 13. Research Methodology
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
Chapter 14. Appendix
14.1. About Us
14.2. Glossary of Terms
Why should you invest in this report?
If you are aiming to enter the global eSports market, this report is a comprehensive guide that provides crystal clear insights into this niche market. All the major application areas for eSports are covered in this report and information is given on the important regions of the world where this market is likely to boom during the forecast period of 2023-2030 so that you can plan your strategies to enter this market accordingly.
Besides, through this report, you can have a complete grasp of the level of competition you will be facing in this hugely competitive market and if you are an established player in this market already, this report will help you gauge the strategies that your competitors have adopted to stay as market leaders in this market. For new entrants to this market, the voluminous data provided in this report is invaluable.
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