Esports Market Share, Revenue, Industry Size 2021, Growth, Report by 2026
The latest report published by IMARC Group,“Esports Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026,”offers a comprehensive analysis of the industry, which comprises insights on the global esports market overview. The report also includes competitor and regional analysis, and contemporary advancements in the global market. The global esports market reached a value of US$ 1.4 Billion in 2020. Looking forward, IMARC Group expects the market value is expected to reach US$ 24.4 Billion by 2026, exhibiting a CAGR of 5.1% during 2021-2026. Esports, or electronic sports, are video games that can be played on a PC, console, mobile, or tablet. They are a form of a competitive tournament organized for video game players, which imitates the experience of viewing a professional sporting event. In this type of setting, the audiences watch various video gamers compete against each other. Esports can be played by amateurs as well as professional gamers for leisure or professional championships. They are also known to improve hand-eye coordination, attention, visual acuity, basic processing, and executive functions. In recent years, esports have gained popularity among individuals as they enhance problem-solving ability, strategy skills, self-confidence, and player socialization.
We are regularly tracking the direct effect of COVID-19 on the market, along with the indirect influence of associated industries. These observations will be integrated into the report.
Global Esports Market Trends:
The revenue in the esports industry is generated through sponsorships and advertisements, tickets and merchandise, and media rights. As a result, the market is primarily driven by the increasing investments by various media organizations for winning exclusive media rights to broadcast the live streaming of these events. In addition to this, easy access to communication technology has enabled fans across the globe to track live esports activities, which is fueling the market growth. Esports are commonly available in numerous formats, making them easily accessible for players. Moreover, the pop-culturization of the sports industry, coupled with the growing acceptance of video games, is creating opportunities for the market. As a result, streaming platforms such as Twitch, HitBox, Beam, Azubu, Bigo Live, and YouTube Gaming are gaining popularity among consumers.
Global Esports Market 2021-2026 Analysis and Segmentation:
Competitive Landscape with Key Players:
The competitive landscape of the industry has also been examined along with the profiles of the key players being:
- Activision Blizzard Inc.
- Capcom Co. Ltd.
- Electronic Arts Inc.
- Epic Games Inc.
- Gameloft SE (Vivendi SE)
- Gfinity PLC
- Intel Corporation
- Modern Times Group
- Nintendo Co. Ltd.
- NVIDIA Corporation
- Riot Games Inc
- Valve Corporation
- Zynga Inc.
Breakup by Revenue Model:
- Media Rights
- Advertising and Sponsorships
- Merchandise and Tickets
Breakup by Platform:
- PC-based Esports
- Consoles-based Esports
- Mobile and Tablets
Breakup by Games:
- Multiplayer Online Battle Arena (MOBA)
- Player vs Player (PvP)
- First Person Shooters (FPS)
- Real Time Strategy (RTS)
Breakup by Region:
- North America (United States, Canada)
- Europe (Germany, France, United Kingdom, Italy, Spain, Others)
- Asia Pacific (China, Japan, India, Australia, Indonesia, Korea, Others)
- Latin America (Brazil, Mexico, Others)
- Middle East and Africa (United Arab Emirates, Saudi Arabia, Qatar, Iraq, Other)
Key Highlights of the Report:
- Market Performance (2015-2020)
- Market Outlook (2021- 2026)
- Porter’s Five Forces Analysis
- Market Drivers and Success Factors
- SWOT Analysis
- Value Chain
- Comprehensive Mapping of the Competitive Landscape
If you need specific information that is not currently within the scope of the report, we can provide it to you as a part of the customization.
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