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01

Executive Summary

Global Esports Market Size, 2017-2026 (USD Million)
Global Esports Market Size, 2017-2026 (USD Million)

The global Esports market size is expected to grow from USD 1,197.3 million in 2021 to USD 3,659.7 million by 2027 at a CAGR of 20.5%.

Impact of COVID-19 on Global Esports Market

With sporting events around the world canceled due to the COVID-19 epidemic, sports and games have seen a rapid increase in popularity as people seek more entertainment. The increase in thunderstorms fills the living space just as it brings entertainment to many homes. Online games allow people to keep in touch, even when closed, with major topics such as League of Legends, Call of Duty and FIFA, or through broadcast events. The post lockdown esports market is likely to attract increased levels of investment and trading partners. Some will be new to the industry and wish to participate. Esport companies should look to show investors a growing market in the next few months, supported by competent management teams and strategies to drive this. This will not only remove the misconceptions but also help open a new set of investors, brands, and sponsors who have not yet been found.

Driver: Growing popularity of video games

As competitive video games continue to integrate popular culture, global investors, brands, and media are all paying attention. Buyers too. There will be 30 million esports viewers by 2022, an increase of 12% from 2021, according to our estimates. The pop-acculturation of the esports industry has helped power out explosions in sports investment and revenue. Esports has hit the stratosphere largely due to the social part of live streaming and play. Broadcast platforms for video games such as Twitch and YouTube Gaming offer fans direct communication with players and teams, while many mainstream communities allow that communication to flourish. Some sports organizations, such as the FaZe Clan, also resort to violence in places like commercial real estate, lending their most popular products rather than just sticking to sports. Like traditional professional sports, sponsored sports teams, franchises, admission deals, cash prizes from tournament winners, and more — all contribute to the annual revenue and total balance. Once the epidemic subsides, esports leagues are likely to resume their efforts to expand their audience by hosting live matches with regional sports teams in a way that will more closely mimic the traditional sports league.

Restraint: Esport gambling

Sports betting represents the most popular brand among esports fans. Betting on esports is almost identical to traditional sports betting, with the caveat that the esports betting product is slightly more developed than traditional sports betting products. Players can choose between cash-based or skin-based sites when betting on esports matches. In terms of popular games, as the chart below suggests, League of Legends betting real money earns a pack, but CS: GO betting is a second.

Opportunity: Increasing number of online gaming events

The global video game industry is booming, despite the widespread economic disruption caused by the coronavirus. With the trend of social downtime reducing consumer and business activity to a minimum, games offer a distraction that includes home-based people who want to connect with the community, and initial data shows significant growth during gaming and sales since the closure began. Game revenue is almost certainly driven by consumer spending, but the business model has changed dramatically in recent years. Consumers today buy fewer games than decades ago, but spend more time with those games, moving the business model from a single unit to a recurring income earned based on active users.

Challenge: Lack of standardization

Most sports saw the ruling Global Sports Organizations form naturally as it grew. They were an integral part of the process of suspension and professionalism. This did not happen in stadiums, leaving the industry with different challenges going forward. Amid all this growth, it seems that the management side of esports has been largely forgotten. As an emerging sector, the sports industry does not yet have a unified source of governance. Instead, the big teams offer domination by the game publishers themselves, each controlling only the gaming space of their games.

Sponsorships and direct advertisements segment to account for the largest share during the forecast period

The sports industry has been growing and stabilizing as a strength to deal with for a long time now, and companies with millions of advertising budgets are gaining interest. They need the sustainability of their support services and broader reach. Right now big esports events can offer just that. Many enduring brands (companies that sell esports products) such as HyperX and Intel, already have well-established sponsorship contracts with top teams and leagues. This proved to be a wise investment as they were able to increase their market share and product awareness among esports fans and, therefore, increase sales of their products.

Asia Pacific to hold the largest share during the forecast period

The Asia Pacific is the fastest growing sports district in the world with endless opportunities for game engineers, advertisers, and strategists. One-third of the Asia Pacific international companies have invested in eSports last year, and 78% plan to do the same. Advertisers are moving fast to benefit from this ever-increasing movement. The Asia Pacific sports business has been instrumental in expanding the sporting culture of the sport, and several Asia Pacific countries other than the original sports giants, Korea and China, are now beginning to expand their influence in the sector through effective measures and investment. related infrastructure. The whole of Asia has recently become a pioneer of sports. While Korea and China are still major market capitalists in terms of their investment and public interest, other Asia Pacific countries such as Hong Kong, Singapore, and Taiwan are now building momentum to expand their influence in the digital environment.

Key Players

The major players operating in the global Esports market are Activision Blizzard (US), Modern Times Group (Sweden), FACEIT (UK), Nintendo (Japan), Valve Corporation (US), Gfinity (UK), Tencent (China), Turner Broadcasting System (US), CJ Corporation (South Korea), and Electronic Arts (EA) (US).

  • Revenue Share (%), By Revenue Stream (2019)
    Revenue Share (%), By Revenue Stream (2019)
  • Revenue Share (%), By Region (2019)
    Revenue Share (%), By Region (2019)
02

Market Overview

  • The base currency considered was the US Dollar (USD). Conversion of other currencies to USD was considered on the basis of the average exchange rate for the respective review-period years. The exchange rate conversion for forecast period was determined according to the base year’s conversion rates.
  • The base year was identified based on the availability of annual reports and secondary information. The base year considered for this study is 2027.
  • The review period considered for this study is from 2018-2027. The CAGR is for the forecast period, 2022-2027.
  • Market size estimations for the forecast years were in real terms. Inflation is not part of the pricing, and the average selling price (ASP) was kept constant throughout the forecast period for each country.
  • Distribution of primary interviews conducted was based on the regional share of the market and the presence of key players in each region.
  • As a result of data triangulation through multiple methodologies and approaches, the weighted averages of resulting estimates were considered to be the final values.
  • The currency used in this report is USD, with the market size indicated in terms of USD million/billion.
  • For companies reporting their revenues in USD, the revenues were taken from their respective annual reports/SEC filings.
  • For companies reporting their revenues in other currencies, the average annual currency conversion rates were used for a particular year to convert the value to USD Market Definition.
03

By Revenue Stream

By Revenue Stream, The global Esports Market analysis covers Media Rights, Publisher Fees, Sponsorships and Direct Advertisements, Tickets and Merchandise.

Global Esports Market Size, By Application, 2017-2026 (USD Million)
Global Esports Market Size, By Application, 2017-2026 (USD Million)

The Media Rights segment market was valued at US$ XX Mn in 2019 and grown at XX% CAGR over the historic years (2019 - 2027) to reach US$ XX Mn and is projected to grow at XX% CAGR over the forecast period to reach US$ XX Mn by 2027. The market represented the US$ XX Mn opportunity over 2019 - 2027 and estimated to create US$ XX Mn opportunity over 2019 - 2027.

Media Rights: global Esports Market Revenue Opportunity (Us$ Mn)
Media Rights: global Esports Market Revenue Opportunity (Us$ Mn)

The Publisher Fees segment market was valued at US$ XX Mn in 2019 and grown at XX% CAGR over the historic years (2019 - 2027) to reach US$ XX Mn and is projected to grow at XX% CAGR over the forecast period to reach US$ XX Mn by 2027. The market represented the US$ XX Mn opportunity over 2019 - 2027 and estimated to create US$ XX Mn opportunity over 2019 - 2027.

Publisher Fees: global Esports Market Revenue Opportunity (Us$ Mn)
Publisher Fees: global Esports Market Revenue Opportunity (Us$ Mn)

The Sponsorships and Direct Advertisements segment market was valued at US$ XX Mn in 2019 and grown at XX% CAGR over the historic years (2019 - 2027) to reach US$ XX Mn and is projected to grow at XX% CAGR over the forecast period to reach US$ XX Mn by 2027. The market represented the US$ XX Mn opportunity over 2019 - 2027 and estimated to create US$ XX Mn opportunity over 2019 - 2027.

Sponsorships and Direct Advertisements: global Esports Market Revenue Opportunity (Us$ Mn)
Sponsorships and Direct Advertisements: global Esports Market Revenue Opportunity (Us$ Mn)

The Tickets and Merchandise segment market was valued at US$ XX Mn in 2019 and grown at XX% CAGR over the historic years (2019 - 2027) to reach US$ XX Mn and is projected to grow at XX% CAGR over the forecast period to reach US$ XX Mn by 2027. The market represented the US$ XX Mn opportunity over 2019 - 2027 and estimated to create US$ XX Mn opportunity over 2019 - 2027.

Tickets and Merchandise: global Esports Market Revenue Opportunity (Us$ Mn)
Tickets and Merchandise: global Esports Market Revenue Opportunity (Us$ Mn)
08

Europe

Based on the Europe, the Esports Market analysis covers Germany, United Kingdom, France, Spain, Russia, Italy, Rest of Europe.

Europe Map
Europe Esports Market Size, 2019-2027 (Us$ Mn)
Europe Esports Size, 2019-2027 (Us$ Mn)
Europe Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Europe Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Germany Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Germany Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
United Kingdom Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
United Kingdom Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
France Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
France Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Spain Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Spain Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Russia Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Russia Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Italy Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Italy Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Rest of Europe Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Rest of Europe Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
08

Latin America

Based on the Latin America, the Esports Market analysis covers Brazil, Argentina, Mexico, Colombia, Rest of Latin America.

Latin America Map
Latin America Esports Market Size, 2019-2027 (Us$ Mn)
Latin America Esports Size, 2019-2027 (Us$ Mn)
Latin America Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Latin America Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Brazil Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Brazil Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Argentina Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Argentina Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Mexico Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Mexico Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Colombia Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Colombia Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Rest of Latin America Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Rest of Latin America Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
08

North America

Based on the North America, the Esports Market analysis covers United States, Canada.

North America Map
North America Esports Market Size, 2019-2027 (Us$ Mn)
North America Esports Size, 2019-2027 (Us$ Mn)
North America Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
North America Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
United States Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
United States Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Canada Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Canada Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
08

Asia-Pacific

Based on the Asia-Pacific, the Esports Market analysis covers China, Japan, India, Southeast Asia, Australia & New Zealand, Rest of Asia-Pacific.

Asia-Pacific Map
Asia-Pacific Esports Market Size, 2019-2027 (Us$ Mn)
Asia-Pacific Esports Size, 2019-2027 (Us$ Mn)
Asia-Pacific Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Asia-Pacific Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
China Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
China Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Japan Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Japan Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
India Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
India Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Southeast Asia Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Southeast Asia Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Australia & New Zealand Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Australia & New Zealand Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Rest of Asia-Pacific Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Rest of Asia-Pacific Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
08

Middle East & Africa

Based on the Middle East & Africa, the Esports Market analysis covers Middle East, Africa, Rest of Middle East & Africa.

Middle East & Africa Map
Middle East & Africa Esports Market Size, 2019-2027 (Us$ Mn)
Middle East & Africa Esports Size, 2019-2027 (Us$ Mn)
Middle East & Africa Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Middle East & Africa Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Middle East Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Middle East Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Africa Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Africa Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Rest of Middle East & Africa Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027
Rest of Middle East & Africa Esports Market - Historical, Forecast Market Sizes (US$ MN), By Revenue Stream, 2019-2027