E-Sports Market
Recreation

Global E-Sports Market Overview And Prospects

Learn about the global esports market through The Business Research Company, which provides information on esports market size, esports market drivers and restraints, esports market players, the COVID-19 impact on the esports market, and more.

 

The global e-sports market size is expected grow from $1.20 billion in 2021 to $1.41 billion in 2022 at a compound annual growth rate (CAGR) of 17.2%. The growth in the market is mainly due to the companies resuming their operations and adapting to the new normal while recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The esports market is expected to reach $2.56 billion in 2026 at a CAGR of 16.1%.

 

The rising demand for video games and increasing awareness of esports contribute to the growth of the esports market.

 

Request A Sample For The Global E-Sports Market Report:

https://www.thebusinessresearchcompany.com/sample.aspx?id=3079&type=smp

 

The esports market consists of sales of esports and related services. Esports or electronic sports are team-based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. Esports are played by professional gamers that are sponsored by business organizations, or from sporting organizations.

 

Global Esports Market Segments Include:
By Game:
Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting and Sports

By Platform: PC, Console, Mobile, Others

By Revenue Source: Sponsorship, Advertising, Merchandise and Tickets, Publisher Fees, Media Rights

By Geography: The market is segmented into North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa. Among these regions, North America was the largest region in the esports market in 2021.

 

Esports companies are investing in innovative new esports platform for increasing their revenue and expanding their consumer base and also for gaining a competitive edge over their rivals.

 

TBRC’s esports market report covers:

Major Market Players: Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, FACEIT, CJ Corporation, Kabam, Wargaming Public, Rovio Entertainment, GungHo Online Entertainment, Riot Games Inc., Epic Games, Alisports, Total Entertainment Network, King Digital Entertainment PLC, Zynga Inc., Gamevil Inc., Cloud9, Team SoloMid, Team Liquid, Echo Fox, Fnatic, Gen.G Esports, 100 Thieves, G2 Esports and Immortals.

Regions: Asia-Pacific, China, Western Europe, Eastern Europe, North America, USA, South America, Middle East and Africa.

Countries: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.

Time Series: Five years historic (2016-21) and ten years forecast (2022-2026-2031)

 

The E-Sports Global Market Report 2022–Market Size, Trends, And Global Forecast 2022-2026 is one of a series of new reports from The Business Research Company that provides esports market overviews, analyses and forecasts market size, share, esports market players, esports market segments and geographies, leading competitor revenues, profiles and market shares.

 

TBRC’s esports market report identifies top countries and segments for opportunities and strategies based on market trends and leading competitors’ approaches.

 

Here Is A List Of Similar Reports From The Business Research Company:

Sports And Arts Promoters Global Market Report 2022

Participatory Sports Global Market Report 2022

Spectator Sports Global Market Report 2022

 

Interested To Know More About The Business Research Company?
The Business Research Company has published over 1000 industry reports, covering over 2500 market segments and 60 geographies. The reports draw on 150,000 datasets, extensive secondary research, and exclusive insights from interviews with industry leaders. The reports are updated with a detailed analysis of the impact of COVID-19 on various markets.

 

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