Description

Esports, short for electronic sports, are video games that are played in a highly organized competitive environment. These games can range from popular, team-oriented multiplayer online battle arenas (MOBAs), to single player first person shooters, to survival battle royales, to virtual reconstructions of physical sports. The global esports market is set to increase by US$ 7,836.4 million from 2022 to 2028, representing a compound annual growth rate (CAGR) of 27.2% during the forecast period.

The report provides up-to-date market size data for period 2018-2021 and forecast to 2028 covering key market aspects like sales value for esports. The global esports market is segmented on the basis of revenue model, and region. On the basis of revenue model, the global esports market has been segmented into sponsorships, media rights, advertising, tickets and merchandise, others. The sponsorships segment held the largest revenue share in 2021. In terms of geography, the global esports market has been segmented into Asia Pacific, Europe, North America, Rest of the World (RoW). Among these, North America was accounted for the highest revenue generator in 2021.

The global esports market is highly competitive. The key players in the esports market include Activision Blizzard Inc., Bethesda Softworks LLC, Capcom Co. Ltd., Douyu International Holdings Ltd., Electronic Arts Inc., Gfinity plc, GungHo Online Entertainment Inc., HUYA Inc., Konami Digital Entertainment Co. Ltd., Kuu Hubb Oy, Mad Catz Global Limited, Microsoft Corporation, Modern Times Group, NetEase Inc., Nintendo Co. Ltd., Parlay Games Inc., Sega Corporation, Sony Corporation, Square Enix Holdings Co. Ltd., Stars Group Inc., Tencent Holdings Ltd., Turner Broadcasting System Inc., Twitch Interactive (Amazon.com Inc.), Ubisoft Entertainment SA, Zynga Inc.

The report is an invaluable resource for companies and organizations active in this industry. It provides a cohesive picture of the esports market to help drive informed decision making for industry executives, policy makers, academic, and analysts.


Report Scope

Revenue model: sponsorships, media rights, advertising, tickets and merchandise, others
Region: Asia Pacific, Europe, North America, Rest of the World (RoW)
Years considered: this report covers the period 2018 to 2028


Key Benefits for Stakeholders

– Get a comprehensive picture of the global esports market
– Pinpoint growth sectors and trends for investment


Table of Contents

Part 1. Introduction
– Scope of the study
– Study period
– Geographical scope
– Research methodology
Part 2. Esports market overview
Part 3. Market breakdown by revenue model
– Sponsorships
– Media rights
– Advertising
– Tickets and merchandise
– Others
Part 4. Market breakdown by region
– Asia Pacific
– Europe
– North America
– Rest of the World (RoW)
Part 5. Key companies
– Activision Blizzard, Inc.
– Bethesda Softworks LLC
– Capcom Co., Ltd.
– Douyu International Holdings Ltd.
– Electronic Arts Inc.
– Gfinity plc
– GungHo Online Entertainment, Inc.
– HUYA Inc.
– Konami Digital Entertainment Co., Ltd.
– Kuu Hubb Oy
– Mad Catz Global Limited
– Microsoft Corporation
– Modern Times Group
– NetEase, Inc.
– Nintendo Co., Ltd.
– Parlay Games Inc.
– Sega Corporation
– Sony Corporation
– Square Enix Holdings Co., Ltd.
– Stars Group Inc.
– Tencent Holdings Ltd.
– Turner Broadcasting System, Inc.
– Twitch Interactive (Amazon.com, Inc.)
– Ubisoft Entertainment SA
– Zynga Inc.
About StrategyHelix
Disclaimer


USD 650

Product Type

Industry Statistics

Release Date

May 2022

Region

Global

Pages

16

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