E-Sports Global Market Report 2022– By Game (Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports), By Platform (PC, Console, Mobile), By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights) – Market Size, Trends, And Global Forecast 2022-2026

Starting Price : $4000.00 | Pages : 175 | Published : January 2022 | SKU CODE : 7443 | Delivery Time: 2-3 business days | Format :


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.

The main types of games in esports are multiplayer online battle arena (MOBA), real time strategy, first person shooter, fighting and sports. Multiplayer online battle arena (MOBA) is a strategy video game subgenre in which two teams of players engage on a predetermined battlefield. Each player controls a single character with a set of distinct abilities that level up throughout the game and contribute to the overall strategy of the team. The various platform includes PC, console, mobile, others and the different revenue sources are sponsorship, advertising, merchandise & tickets, publisher fees and media rights.

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. As technology is expanding so the video content, products, virtual reality, and video game competitions are increasing. Video gaming has become a transforming pop culture and redefining the ways that young people consume entertainment. In 2019, according to PwC's latest Global Entertainment & Media Outlook, the videogames market in the United States is expected to reach $30 billion by 2023. The revenue of esports reached $1.57 billion in 2019. Therefore, the rising demand for video games and increasing awareness of esports drives the esports market growth in the forecast period.

Match-fixing has always been a major challenge in the esports industry. Match-fixing in esports is when a player intentionally loses to win a bet. The esports market will be negatively impacted when viewers start to believe that esport is losing its integrity due to match-fixing. In 2019, in Australia, match-fixing in esports resulted in the arrest of six Australian gamers. The number of suspected match-fixing cases in esports has more than doubled in 2020, amid concerns that COVID-19 has contributed to an increase in misconduct in competitive video gaming. The number of suspicious betting cases discovered by the Esports Integrity Commission, the industry authority in charge of anti-corruption efforts, has increased from 46 in 2019 to 117 in the first 11 months of 2020. Therefore, match-fixing limits the growth of the esports market.

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. For instance, in 2019, in Africa, NickX, an esports platform, launched by Viacom provides children with a tournament platform, using Nickelodeon gaming content. Also, for instance, in 2019, IKON, a USA-based gaming platform company launched a new platform that allows players to challenge fans and friends in games, such as league of legends and PUBG. Also for instance, in 2019, Mobile Premier League (MPL), an India-based mobile esports platform company launched its mobile esports platform in Indonesia.

In June 2019, Immortals gaming club, a USA-based company specialized in providing esports platform through the development of software such as video game software, acquired Infinite esports & entertainment for over $100 million. The acquisition is expected to help Immortals gaming club to become a part of franchised esports leagues and to become the world's largest esports organizations, boosting elite brands such as Immortals, OpTic, MIBR and LA Valiant. Infinite esports & entertainment is a USA-based esports and entertainment holdings company that specializes in electronic sports, online media and multi-gaming.

Major players in the esports market are 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.

North America was the largest region in the esports market in 2021. South America is expected to be the fastest-growing region in the forecast period. The regions covered in the esports market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa.

The countries covered in the esports market are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK and USA.

The global esports market is segmented -

1) By Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting and Sports

2) By Platform: PC, Console, Mobile, Others

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

    Table Of Contents

    1. Executive Summary

    2. Esports Market Characteristics

    3. Esports Market Trends And Strategies

    4. Impact Of COVID-19 On Esports

    5. Esports Market Size And Growth

    5.1. Global Esports Historic Market, 2016-2021, $ Billion

    5.1.1. Drivers Of The Market

    5.1.2. Restraints On The Market

    5.2. Global Esports Forecast Market, 2021-2026F, 2031F, $ Billion

    5.2.1. Drivers Of The Market

    5.2.2. Restraints On the Market

    6. Esports Market Segmentation

    6.1. Global Esports Market, Segmentation  By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    Multiplayer Online Battle Arena (MOBA)

    Real Time Strategy

    First Person Shooter

    Fighting And Sports

    6.2. Global Esports Market, Segmentation  By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    PC  

    Console

    Mobile

    Others

    6.3. Global Esports Market, Segmentation  By Revenue Source, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    Sponsorship

    Advertising

    Merchandise & Tickets

    Publisher Fees

    Media Rights

    7. Esports Market Regional And Country Analysis

    7.1. Global Esports Market, Split By Region, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    7.2. Global Esports Market, Split By Country, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    8. Asia-Pacific Esports Market  

    8.1. Asia-Pacific Esports Market Overview  

    Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

    8.2. Asia-Pacific Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    8.3. Asia-Pacific Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    9. China Esports Market  

    9.1. China Esports Market Overview  

    9.2. China Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F,$ Billion

    9.3. China Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F,$ Billion

    10. India Esports Market  

    10.1. India Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    10.2. India Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    11. Japan Esports Market  

    11.1. Japan Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    11.2. Japan Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    12. Australia Esports Market  

    12.1. Australia Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    12.2. Australia Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    13. Indonesia Esports Market  

    13.1. Indonesia Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    13.2. Indonesia Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    14. South Korea Esports Market  

    14.1. South Korea Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    14.2. South Korea Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    15. Western Europe Esports Market  

    15.1. Western Europe Esports Market Overview

    15.2. Western Europe Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    15.3. Western Europe Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    16. UK Esports Market  

    16.1. UK Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    16.2. UK Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    17. Germany Esports Market  

    17.1. Germany Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    17.2. Germany Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    18. France Esports Market  

    18.4. France Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    18.5. France Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    19. Eastern Europe Esports Market  

    19.1. Eastern Europe Esports Market Overview

    19.2. Eastern Europe Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    19.3. Eastern Europe Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    20. Russia Esports Market  

    20.1. Russia Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    20.2. Russia Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    21. North America Esports Market  

    21.1. North America Esports Market Overview

    21.2. North America Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    21.3. North America Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    22. USA Esports Market  

    22.1. USA Esports Market Overview

    22.2. USA Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    22.3. USA Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    23. South America Esports Market  

    23.1. South America Esports Market Overview

    23.2. South America Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    23.3. South America Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    24. Brazil Esports Market  

    24.1. Brazil Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    24.2. Brazil Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    25. Middle East Esports Market  

    25.1. Middle East Esports Market Overview

    25.2. Middle East Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    25.3. Middle East Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    26. Africa Esports Market  

    26.1. Africa Esports Market Overview

    26.2. Africa Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    26.3. Africa Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    27. Esports Market Competitive Landscape And Company Profiles

    27.1. Esports Market Competitive Landscape

    27.2. Esports Market Company Profiles

    27.2.1. Modern Times Group MTG AB

    27.2.1.1. Overview

    27.2.1.2. Products and Services

    27.2.1.3. Strategy

    27.2.1.4. Financial Performance

    27.2.2. Activision Blizzard Inc.

    27.2.2.1. Overview

    27.2.2.2. Products and Services

    27.2.2.3. Strategy

    27.2.2.4. Financial Performance

    27.2.3. Gfinity, PLC

    27.2.3.1. Overview

    27.2.3.2. Products and Services

    27.2.3.3. Strategy

    27.2.3.4. Financial Performance

    27.2.4. Turner Broadcasting System

    27.2.4.1. Overview

    27.2.4.2. Products and Services

    27.2.4.3. Strategy

    27.2.4.4. Financial Performance

    27.2.5. Valve Corporation

    27.2.5.1. Overview

    27.2.5.2. Products and Services

    27.2.5.3. Strategy

    27.2.5.4. Financial Performance

    28. Key Mergers And Acquisitions In The Esports Market

    29. Esports Market Future Outlook and Potential Analysis

    30. Appendix

    30.1. Abbreviations

    30.2. Currencies

    30.3. Research Inquiries

    30.4. The Business Research Company

    30.5. Copyright And Disclaimer

List Of Tables

    Table 1: Global Historic Market Growth, 2016-2021, $ Billion
  • Table 2: Global Forecast Market Growth, 2021-2026F, 2031F, $ Billion
  • Table 3: Global Esports Market, Segmentation  By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 4: Global Esports Market, Segmentation  By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 5: Global Esports Market, Segmentation  By Revenue Source, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 6: Global Esports Market, Split By Region, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 7: Global Esports Market, Split By Country, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 8: Asia-Pacific, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 9: Asia-Pacific, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 10: China, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 11: China, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 12: India, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 13: India, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 14: Japan, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 15: Japan, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 16: Australia, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 17: Australia, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 18: Indonesia, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 19: Indonesia, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 20: South Korea, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 21: South Korea, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 22: Western Europe, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 23: Western Europe, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 24: UK, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 25: UK, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 26: Germany, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 27: Germany, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 28: France, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 29: France, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 30: Eastern Europe, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 31: Eastern Europe, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 32: Russia, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 33: Russia, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 34: North America, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 35: North America, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 36: USA, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 37: USA, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 38: South America, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 39: South America, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 40: Brazil, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 41: Brazil, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 42: Middle East, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 43: Middle East, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 44: Africa, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 45: Africa, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 46: Modern Times Group MTG AB Financial Performance
  • Table 47: Activision Blizzard Inc. Financial Performance
  • Table 48: Gfinity, PLC Financial Performance
  • Table 49: Turner Broadcasting System Financial Performance
  • Table 50: Valve Corporation Financial Performance

List Of Figures

    Figure 1: Global Historic Market Growth, 2016-2021, $ Billion
  • Figure 2: Global Forecast Market Growth, 2021-2026F, 2031F, $ Billion
  • Figure 3: Global Esports Market, Segmentation  By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 4: Global Esports Market, Segmentation  By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 5: Global Esports Market, Segmentation  By Revenue Source, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 6: Global Esports Market, Split By Region, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 7: Global Esports Market, Split By Country, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 8: Asia-Pacific, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 9: Asia-Pacific, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 10: China, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 11: China, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 12: India, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 13: India, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 14: Japan, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 15: Japan, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 16: Australia, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 17: Australia, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 18: Indonesia, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 19: Indonesia, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 20: South Korea, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 21: South Korea, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 22: Western Europe, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 23: Western Europe, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 24: UK, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 25: UK, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 26: Germany, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 27: Germany, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 28: France, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 29: France, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 30: Eastern Europe, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 31: Eastern Europe, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 32: Russia, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 33: Russia, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 34: North America, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 35: North America, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 36: USA, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 37: USA, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 38: South America, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 39: South America, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 40: Brazil, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 41: Brazil, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 42: Middle East, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 43: Middle East, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 44: Africa, Esports Market, Segmentation By Game, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 45: Africa, Esports Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 46: Modern Times Group MTG AB Financial Performance
  • Figure 47: Activision Blizzard Inc. Financial Performance
  • Figure 48: Gfinity, PLC Financial Performance
  • Figure 49: Turner Broadcasting System Financial Performance
  • Figure 50: Valve Corporation Financial Performance
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Amusement Parks Market 2021 - By Type (Theme Parks, Water Parks, Amusement Arcades), By Revenue Source (Tickets, Food & Beverages, Hotels & Resorts, Merchandise), By Age Group (Below 25 Years, 25 To 39 Years, 40 To 59 Years, 60 To 74 Years, 75 Years And Above), By Gender (Male, Female) And By Region, Opportunities And Strategies – Global Forecast To 2030
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E-Sports Global Market Report 2022– By Game (Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports), By Platform (PC, Console, Mobile), By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights) – Market Size, Trends, And Global Forecast 2022-2026
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Spectator Sports Global Market Report 2022 – By Type (Sports Team & Clubs, Racing & Individual Sports), By Revenue Source (Media Rights, Merchandising, Tickets, Sponsorship), By Type of Sport (Soccer, Cricket, Rugby/Football, Tennis) – Market Size, Trends, And Global Forecast 2022-2026
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Gambling Global Market Report 2022 – By Type (Casino, Lotteries, Sports Betting, Other Gambling), By Channel Type (Offline, Online, Virtual Reality(VR)), By End-User (Gambling Enthusiasts, Social Exuberant, Others) – Market Size, Trends, And Global Forecast 2022-2026
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Online Gambling Global Market Report 2022 – By Game Type (Betting, Casino, Lottery, Poker, Online Bingo), By Device (Desktop, Mobile), By Component (Software, Services) – Market Size, Trends, And Global Forecast 2022-2026
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Independent Artists And Performing Art Companies Market 2022 - By Art Type (Performing Arts, Visual Arts), By Performing Arts Type (Music, Dance, Theater/Drama, Other Preforming Arts), By Visual Arts Type (Ceramics, Photography, Drawing & Painting , Other Visual Arts), By Type of Provider (Independent Artists, Art Companies), By Independent Artists Type (Painters, Decorative Artists, Musicians And Singers, Theater Actors/Artists, Other Independent Artists), And By Region, Opportunities And Strategies – Global Forecast To 2030
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Amusement Parks Global Market Report 2022 – By Type (Theme Parks, Water Parks, Amusement Arcades), By Revenue Source (Tickets, Merchandise, Food and Beverages, Hotels & Resorts, Others), By Age Group (Below 25 Years, 25 to 39 Years, 40 to 59 Years, 60 to 74 Years, 75 Years and Above), By Visitors' Gender (Male, Female) – Market Size, Trends, And Global Forecast 2022-2026
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Fantasy Sports Global Market Report 2022– By Sports Type (Football, Baseball, Basket Ball, Hockey, Cricket), By Platform (Website, Mobile Application), By Usage Type (Free, Paid, Hybird), ) By Application (Individual Competition, Team Competition) – Market Size, Trends, And Global Forecast 2022-2026
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