Esports Comprehensive Study by Game Genre (Multiple Online Battle Arena (MOBA), First Person Shooter (FPS), Real-Time Strategy (RTS), Others), Revenue Streams (Media Rights, Advertising, Tickets and Merchandise, Sponsorships and Direct Advertisements, Publisher Fees), Audiance (Occasional Viewers, Esports Enthusiasts) Players and Region - Global Market Outlook to 2026

Esports Market by XX Submarkets | Forecast Years 2022-2027 | CAGR: 20.1%  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
The Global Esports market presents a comprehensive analysis of the Esports market and by geography (North America, South America, Europe, Asia-Pacific and MEA) along with country level break-up.

Market Snapshot:
The global Esports market is expected to witness the highest CAGR growth during the forecast period due to the increasing number of gamers worldwide. Esports is competitive gaming at a professional level and in an organized format (a tournament or league) with a specific goal and a clear distinction between players and teams that are competing against each other. The most popular esports games in recent years are League of Legends (LoL), Call of Duty (CoD), Defense of the Legends 2 (DOTA 2), Overwatch, and the 1998 classic Starcraft. The most common place to watch esports is online. Computers, tablets, mobile devices, and smart TVs are all perfect for streaming live events for free online. The most popular streaming services for e-gaming are currently Twitch.com and YouTube.com. The increasing inclination of the young population towards esports also helps to fuel the global market.

Market Drivers
  • Increasing Attraction of Young Population towards Esports in Developing Countries
  • Growing Demand due Availability of Various Platforms

Market Trend
  • Upsurging Popularity of Video Games
  • Introduction and Popularity of Gaming Consoles

Restraints
  • The Issues Associated with Gambling/Betting


Geographic Segmentation and Analysis
This section of our report presents a realistic picture of the Global Esports industry. Investors and manufacturers can easily understand the inherent opportunities and challenges for their products in geographical region of interest. For instance, while the North America holds majority of market share of the Esports, the Europe has emerged as a crucial market for several Esports brands.
The regional segmentation covered in this report are:
South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico)

Report Objectives / Segmentation Covered

By Game Genre
  • Multiple Online Battle Arena (MOBA)
  • First Person Shooter (FPS)
  • Real-Time Strategy (RTS)
  • Others

By Revenue Streams
  • Media Rights
  • Advertising
  • Tickets and Merchandise
  • Sponsorships and Direct Advertisements
  • Publisher Fees

By Audiance
  • Occasional Viewers
  • Esports Enthusiasts

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing Attraction of Young Population towards Esports in Developing Countries
      • 3.2.2. Growing Demand due Availability of Various Platforms
    • 3.3. Market Challenges
      • 3.3.1. The Growing Concern Regarding Lack of Standardization
    • 3.4. Market Trends
      • 3.4.1. Upsurging Popularity of Video Games
      • 3.4.2. Introduction and Popularity of Gaming Consoles
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Esports, by Game Genre, Revenue Streams, Audiance and Region (value and price ) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Esports (Value)
      • 5.2.1. Global Esports by: Game Genre (Value)
        • 5.2.1.1. Multiple Online Battle Arena (MOBA)
        • 5.2.1.2. First Person Shooter (FPS)
        • 5.2.1.3. Real-Time Strategy (RTS)
        • 5.2.1.4. Others
      • 5.2.2. Global Esports by: Revenue Streams (Value)
        • 5.2.2.1. Media Rights
        • 5.2.2.2. Advertising
        • 5.2.2.3. Tickets and Merchandise
        • 5.2.2.4. Sponsorships and Direct Advertisements
        • 5.2.2.5. Publisher Fees
      • 5.2.3. Global Esports by: Audiance (Value)
        • 5.2.3.1. Occasional Viewers
        • 5.2.3.2. Esports Enthusiasts
      • 5.2.4. Global Esports Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
    • 5.3. Global Esports (Price)
  • 6. Esports: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Activision Blizzard (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Modern Times Group (Sweden)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. FACEIT (United Kingdom)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Gfinity (United Kingdom)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Total Entertainment Network (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. CJ Corporation (South Korea)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Turner Broadcasting System (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Valve Corporation (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Tencent (China)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Electronic Arts (EA) (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Esports Sale, by Game Genre, Revenue Streams, Audiance and Region (value and price ) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Esports (Value)
      • 7.2.1. Global Esports by: Game Genre (Value)
        • 7.2.1.1. Multiple Online Battle Arena (MOBA)
        • 7.2.1.2. First Person Shooter (FPS)
        • 7.2.1.3. Real-Time Strategy (RTS)
        • 7.2.1.4. Others
      • 7.2.2. Global Esports by: Revenue Streams (Value)
        • 7.2.2.1. Media Rights
        • 7.2.2.2. Advertising
        • 7.2.2.3. Tickets and Merchandise
        • 7.2.2.4. Sponsorships and Direct Advertisements
        • 7.2.2.5. Publisher Fees
      • 7.2.3. Global Esports by: Audiance (Value)
        • 7.2.3.1. Occasional Viewers
        • 7.2.3.2. Esports Enthusiasts
      • 7.2.4. Global Esports Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
    • 7.3. Global Esports (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Esports: by Game Genre(USD Billion)
  • Table 2. Esports Multiple Online Battle Arena (MOBA) , by Region USD Billion (2015-2020)
  • Table 3. Esports First Person Shooter (FPS) , by Region USD Billion (2015-2020)
  • Table 4. Esports Real-Time Strategy (RTS) , by Region USD Billion (2015-2020)
  • Table 5. Esports Others , by Region USD Billion (2015-2020)
  • Table 6. Esports: by Revenue Streams(USD Billion)
  • Table 7. Esports Media Rights , by Region USD Billion (2015-2020)
  • Table 8. Esports Advertising , by Region USD Billion (2015-2020)
  • Table 9. Esports Tickets and Merchandise , by Region USD Billion (2015-2020)
  • Table 10. Esports Sponsorships and Direct Advertisements , by Region USD Billion (2015-2020)
  • Table 11. Esports Publisher Fees , by Region USD Billion (2015-2020)
  • Table 12. Esports: by Audiance(USD Billion)
  • Table 13. Esports Occasional Viewers , by Region USD Billion (2015-2020)
  • Table 14. Esports Esports Enthusiasts , by Region USD Billion (2015-2020)
  • Table 15. South America Esports, by Country USD Billion (2015-2020)
  • Table 16. South America Esports, by Game Genre USD Billion (2015-2020)
  • Table 17. South America Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 18. South America Esports, by Audiance USD Billion (2015-2020)
  • Table 19. Brazil Esports, by Game Genre USD Billion (2015-2020)
  • Table 20. Brazil Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 21. Brazil Esports, by Audiance USD Billion (2015-2020)
  • Table 22. Argentina Esports, by Game Genre USD Billion (2015-2020)
  • Table 23. Argentina Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 24. Argentina Esports, by Audiance USD Billion (2015-2020)
  • Table 25. Rest of South America Esports, by Game Genre USD Billion (2015-2020)
  • Table 26. Rest of South America Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 27. Rest of South America Esports, by Audiance USD Billion (2015-2020)
  • Table 28. Asia Pacific Esports, by Country USD Billion (2015-2020)
  • Table 29. Asia Pacific Esports, by Game Genre USD Billion (2015-2020)
  • Table 30. Asia Pacific Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 31. Asia Pacific Esports, by Audiance USD Billion (2015-2020)
  • Table 32. China Esports, by Game Genre USD Billion (2015-2020)
  • Table 33. China Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 34. China Esports, by Audiance USD Billion (2015-2020)
  • Table 35. Japan Esports, by Game Genre USD Billion (2015-2020)
  • Table 36. Japan Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 37. Japan Esports, by Audiance USD Billion (2015-2020)
  • Table 38. India Esports, by Game Genre USD Billion (2015-2020)
  • Table 39. India Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 40. India Esports, by Audiance USD Billion (2015-2020)
  • Table 41. South Korea Esports, by Game Genre USD Billion (2015-2020)
  • Table 42. South Korea Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 43. South Korea Esports, by Audiance USD Billion (2015-2020)
  • Table 44. Taiwan Esports, by Game Genre USD Billion (2015-2020)
  • Table 45. Taiwan Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 46. Taiwan Esports, by Audiance USD Billion (2015-2020)
  • Table 47. Australia Esports, by Game Genre USD Billion (2015-2020)
  • Table 48. Australia Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 49. Australia Esports, by Audiance USD Billion (2015-2020)
  • Table 50. Rest of Asia-Pacific Esports, by Game Genre USD Billion (2015-2020)
  • Table 51. Rest of Asia-Pacific Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 52. Rest of Asia-Pacific Esports, by Audiance USD Billion (2015-2020)
  • Table 53. Europe Esports, by Country USD Billion (2015-2020)
  • Table 54. Europe Esports, by Game Genre USD Billion (2015-2020)
  • Table 55. Europe Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 56. Europe Esports, by Audiance USD Billion (2015-2020)
  • Table 57. Germany Esports, by Game Genre USD Billion (2015-2020)
  • Table 58. Germany Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 59. Germany Esports, by Audiance USD Billion (2015-2020)
  • Table 60. France Esports, by Game Genre USD Billion (2015-2020)
  • Table 61. France Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 62. France Esports, by Audiance USD Billion (2015-2020)
  • Table 63. Italy Esports, by Game Genre USD Billion (2015-2020)
  • Table 64. Italy Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 65. Italy Esports, by Audiance USD Billion (2015-2020)
  • Table 66. United Kingdom Esports, by Game Genre USD Billion (2015-2020)
  • Table 67. United Kingdom Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 68. United Kingdom Esports, by Audiance USD Billion (2015-2020)
  • Table 69. Netherlands Esports, by Game Genre USD Billion (2015-2020)
  • Table 70. Netherlands Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 71. Netherlands Esports, by Audiance USD Billion (2015-2020)
  • Table 72. Rest of Europe Esports, by Game Genre USD Billion (2015-2020)
  • Table 73. Rest of Europe Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 74. Rest of Europe Esports, by Audiance USD Billion (2015-2020)
  • Table 75. MEA Esports, by Country USD Billion (2015-2020)
  • Table 76. MEA Esports, by Game Genre USD Billion (2015-2020)
  • Table 77. MEA Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 78. MEA Esports, by Audiance USD Billion (2015-2020)
  • Table 79. Middle East Esports, by Game Genre USD Billion (2015-2020)
  • Table 80. Middle East Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 81. Middle East Esports, by Audiance USD Billion (2015-2020)
  • Table 82. Africa Esports, by Game Genre USD Billion (2015-2020)
  • Table 83. Africa Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 84. Africa Esports, by Audiance USD Billion (2015-2020)
  • Table 85. North America Esports, by Country USD Billion (2015-2020)
  • Table 86. North America Esports, by Game Genre USD Billion (2015-2020)
  • Table 87. North America Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 88. North America Esports, by Audiance USD Billion (2015-2020)
  • Table 89. United States Esports, by Game Genre USD Billion (2015-2020)
  • Table 90. United States Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 91. United States Esports, by Audiance USD Billion (2015-2020)
  • Table 92. Canada Esports, by Game Genre USD Billion (2015-2020)
  • Table 93. Canada Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 94. Canada Esports, by Audiance USD Billion (2015-2020)
  • Table 95. Mexico Esports, by Game Genre USD Billion (2015-2020)
  • Table 96. Mexico Esports, by Revenue Streams USD Billion (2015-2020)
  • Table 97. Mexico Esports, by Audiance USD Billion (2015-2020)
  • Table 98. Company Basic Information, Sales Area and Its Competitors
  • Table 99. Company Basic Information, Sales Area and Its Competitors
  • Table 100. Company Basic Information, Sales Area and Its Competitors
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Esports: by Game Genre(USD Billion)
  • Table 109. Esports Multiple Online Battle Arena (MOBA) , by Region USD Billion (2021-2026)
  • Table 110. Esports First Person Shooter (FPS) , by Region USD Billion (2021-2026)
  • Table 111. Esports Real-Time Strategy (RTS) , by Region USD Billion (2021-2026)
  • Table 112. Esports Others , by Region USD Billion (2021-2026)
  • Table 113. Esports: by Revenue Streams(USD Billion)
  • Table 114. Esports Media Rights , by Region USD Billion (2021-2026)
  • Table 115. Esports Advertising , by Region USD Billion (2021-2026)
  • Table 116. Esports Tickets and Merchandise , by Region USD Billion (2021-2026)
  • Table 117. Esports Sponsorships and Direct Advertisements , by Region USD Billion (2021-2026)
  • Table 118. Esports Publisher Fees , by Region USD Billion (2021-2026)
  • Table 119. Esports: by Audiance(USD Billion)
  • Table 120. Esports Occasional Viewers , by Region USD Billion (2021-2026)
  • Table 121. Esports Esports Enthusiasts , by Region USD Billion (2021-2026)
  • Table 122. South America Esports, by Country USD Billion (2021-2026)
  • Table 123. South America Esports, by Game Genre USD Billion (2021-2026)
  • Table 124. South America Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 125. South America Esports, by Audiance USD Billion (2021-2026)
  • Table 126. Brazil Esports, by Game Genre USD Billion (2021-2026)
  • Table 127. Brazil Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 128. Brazil Esports, by Audiance USD Billion (2021-2026)
  • Table 129. Argentina Esports, by Game Genre USD Billion (2021-2026)
  • Table 130. Argentina Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 131. Argentina Esports, by Audiance USD Billion (2021-2026)
  • Table 132. Rest of South America Esports, by Game Genre USD Billion (2021-2026)
  • Table 133. Rest of South America Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 134. Rest of South America Esports, by Audiance USD Billion (2021-2026)
  • Table 135. Asia Pacific Esports, by Country USD Billion (2021-2026)
  • Table 136. Asia Pacific Esports, by Game Genre USD Billion (2021-2026)
  • Table 137. Asia Pacific Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 138. Asia Pacific Esports, by Audiance USD Billion (2021-2026)
  • Table 139. China Esports, by Game Genre USD Billion (2021-2026)
  • Table 140. China Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 141. China Esports, by Audiance USD Billion (2021-2026)
  • Table 142. Japan Esports, by Game Genre USD Billion (2021-2026)
  • Table 143. Japan Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 144. Japan Esports, by Audiance USD Billion (2021-2026)
  • Table 145. India Esports, by Game Genre USD Billion (2021-2026)
  • Table 146. India Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 147. India Esports, by Audiance USD Billion (2021-2026)
  • Table 148. South Korea Esports, by Game Genre USD Billion (2021-2026)
  • Table 149. South Korea Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 150. South Korea Esports, by Audiance USD Billion (2021-2026)
  • Table 151. Taiwan Esports, by Game Genre USD Billion (2021-2026)
  • Table 152. Taiwan Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 153. Taiwan Esports, by Audiance USD Billion (2021-2026)
  • Table 154. Australia Esports, by Game Genre USD Billion (2021-2026)
  • Table 155. Australia Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 156. Australia Esports, by Audiance USD Billion (2021-2026)
  • Table 157. Rest of Asia-Pacific Esports, by Game Genre USD Billion (2021-2026)
  • Table 158. Rest of Asia-Pacific Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 159. Rest of Asia-Pacific Esports, by Audiance USD Billion (2021-2026)
  • Table 160. Europe Esports, by Country USD Billion (2021-2026)
  • Table 161. Europe Esports, by Game Genre USD Billion (2021-2026)
  • Table 162. Europe Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 163. Europe Esports, by Audiance USD Billion (2021-2026)
  • Table 164. Germany Esports, by Game Genre USD Billion (2021-2026)
  • Table 165. Germany Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 166. Germany Esports, by Audiance USD Billion (2021-2026)
  • Table 167. France Esports, by Game Genre USD Billion (2021-2026)
  • Table 168. France Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 169. France Esports, by Audiance USD Billion (2021-2026)
  • Table 170. Italy Esports, by Game Genre USD Billion (2021-2026)
  • Table 171. Italy Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 172. Italy Esports, by Audiance USD Billion (2021-2026)
  • Table 173. United Kingdom Esports, by Game Genre USD Billion (2021-2026)
  • Table 174. United Kingdom Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 175. United Kingdom Esports, by Audiance USD Billion (2021-2026)
  • Table 176. Netherlands Esports, by Game Genre USD Billion (2021-2026)
  • Table 177. Netherlands Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 178. Netherlands Esports, by Audiance USD Billion (2021-2026)
  • Table 179. Rest of Europe Esports, by Game Genre USD Billion (2021-2026)
  • Table 180. Rest of Europe Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 181. Rest of Europe Esports, by Audiance USD Billion (2021-2026)
  • Table 182. MEA Esports, by Country USD Billion (2021-2026)
  • Table 183. MEA Esports, by Game Genre USD Billion (2021-2026)
  • Table 184. MEA Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 185. MEA Esports, by Audiance USD Billion (2021-2026)
  • Table 186. Middle East Esports, by Game Genre USD Billion (2021-2026)
  • Table 187. Middle East Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 188. Middle East Esports, by Audiance USD Billion (2021-2026)
  • Table 189. Africa Esports, by Game Genre USD Billion (2021-2026)
  • Table 190. Africa Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 191. Africa Esports, by Audiance USD Billion (2021-2026)
  • Table 192. North America Esports, by Country USD Billion (2021-2026)
  • Table 193. North America Esports, by Game Genre USD Billion (2021-2026)
  • Table 194. North America Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 195. North America Esports, by Audiance USD Billion (2021-2026)
  • Table 196. United States Esports, by Game Genre USD Billion (2021-2026)
  • Table 197. United States Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 198. United States Esports, by Audiance USD Billion (2021-2026)
  • Table 199. Canada Esports, by Game Genre USD Billion (2021-2026)
  • Table 200. Canada Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 201. Canada Esports, by Audiance USD Billion (2021-2026)
  • Table 202. Mexico Esports, by Game Genre USD Billion (2021-2026)
  • Table 203. Mexico Esports, by Revenue Streams USD Billion (2021-2026)
  • Table 204. Mexico Esports, by Audiance USD Billion (2021-2026)
  • Table 205. Research Programs/Design for This Report
  • Table 206. Key Data Information from Secondary Sources
  • Table 207. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Esports: by Game Genre USD Billion (2015-2020)
  • Figure 5. Global Esports: by Revenue Streams USD Billion (2015-2020)
  • Figure 6. Global Esports: by Audiance USD Billion (2015-2020)
  • Figure 7. South America Esports Share (%), by Country
  • Figure 8. Asia Pacific Esports Share (%), by Country
  • Figure 9. Europe Esports Share (%), by Country
  • Figure 10. MEA Esports Share (%), by Country
  • Figure 11. North America Esports Share (%), by Country
  • Figure 12. Global Esports share by Players 2020 (%)
  • Figure 13. Global Esports share by Players (Top 3) 2020(%)
  • Figure 14. Global Esports share by Players (Top 5) 2020(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Activision Blizzard (United States) Revenue, Net Income and Gross profit
  • Figure 17. Activision Blizzard (United States) Revenue: by Geography 2020
  • Figure 18. Modern Times Group (Sweden) Revenue, Net Income and Gross profit
  • Figure 19. Modern Times Group (Sweden) Revenue: by Geography 2020
  • Figure 20. FACEIT (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 21. FACEIT (United Kingdom) Revenue: by Geography 2020
  • Figure 22. Gfinity (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 23. Gfinity (United Kingdom) Revenue: by Geography 2020
  • Figure 24. Total Entertainment Network (United States) Revenue, Net Income and Gross profit
  • Figure 25. Total Entertainment Network (United States) Revenue: by Geography 2020
  • Figure 26. CJ Corporation (South Korea) Revenue, Net Income and Gross profit
  • Figure 27. CJ Corporation (South Korea) Revenue: by Geography 2020
  • Figure 28. Turner Broadcasting System (United States) Revenue, Net Income and Gross profit
  • Figure 29. Turner Broadcasting System (United States) Revenue: by Geography 2020
  • Figure 30. Valve Corporation (United States) Revenue, Net Income and Gross profit
  • Figure 31. Valve Corporation (United States) Revenue: by Geography 2020
  • Figure 32. Tencent (China) Revenue, Net Income and Gross profit
  • Figure 33. Tencent (China) Revenue: by Geography 2020
  • Figure 34. Electronic Arts (EA) (United States) Revenue, Net Income and Gross profit
  • Figure 35. Electronic Arts (EA) (United States) Revenue: by Geography 2020
  • Figure 36. Global Esports: by Game Genre USD Billion (2021-2026)
  • Figure 37. Global Esports: by Revenue Streams USD Billion (2021-2026)
  • Figure 38. Global Esports: by Audiance USD Billion (2021-2026)
  • Figure 39. South America Esports Share (%), by Country
  • Figure 40. Asia Pacific Esports Share (%), by Country
  • Figure 41. Europe Esports Share (%), by Country
  • Figure 42. MEA Esports Share (%), by Country
  • Figure 43. North America Esports Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Activision Blizzard (United States)
  • Modern Times Group (Sweden)
  • FACEIT (United Kingdom)
  • Gfinity (United Kingdom)
  • Total Entertainment Network (United States)
  • CJ Corporation (South Korea)
  • Turner Broadcasting System (United States)
  • Valve Corporation (United States)
  • Tencent (China)
  • Electronic Arts (EA) (United States)
Additional players considered in the study are as follows:
Hi-Rez Studios (United States) , KaBuM (Canada) , Wargaming Public (Cyprus) , Rovio Entertainment (Finland) , GungHo Online Entertainment (Japan) , Alisports (China)
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Jan 2022 219 Pages 50 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Due to pricing constraints we only profile limited players in the study that includes a mix list of leaders and emerging players, however for evaluation of market size the coverage includes 100+ players.
Yes, the study does represent market size by key business segment, application/end users and major geographies forecasted till 2026
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