Authored By: Sarah
24 Mar 2022

Esports Market | Leading Segments, Trends, Drivers and Challenges

Global E-sports market is likely to post an incremental growth of $ 2.05 billion, decelerating at a CAGR of over 18% during the forecast period. This research provides a detailed analysis of the market segments and geographic landscape. It also offers insights into the various growth factors and challenges that are likely to have a negative impact on market growth. This thorough research will equip clients with the insights necessary to plan and strategize a post-pandemic recovery plan.


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E-sports Market | Leading Segments, Trends, Drivers and Challenges

Esports Market: Market Segments and Growth Forecasts

This research report will provide insights into the current market share of each segment along with growth projections for the next five years.

  • Market is segmented by Other 1 (MOBA, FPS, RTS, and Others), Other 2 (Sponsorships, Media rights, Advertising, Publisher fees, and Merchandise and ticket sales), and Geography (APAC, Europe, North America, South America, and MEA).
  • 43% of the market growth will originate from APAC during the forecast period. This report provides an accurate prediction of the contribution of all the geographic segments to the growth of the Esports Market size.

Esports Market: Trends, Drivers, Challenges

The report also offers a detailed impact analysis of various trends, drivers, and challenges that are likely to influence the market growth during the forecast period. These insights will equip clients to design a growth strategy for their business and area of operations.

  • Branding through esports will be a significant factor in driving the growth of the Esports Market.
  • Rising number of esports events will be instrumental in driving the market growth during the forecast period.
  • Growing cost of game development is a hurdle that needs to be crossed on the path to success.

Esports Market: Vendor Analysis

  • The market is fragmented.
  • Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity plc, Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Tencent Holdings Ltd., and Valve Corp. are some of the major market participants.
  • The unprecedented outbreak of COVID-19 in 2020 has had a significant impact on market segments that have had a ripple effect on various stakeholders. Our vendor analysis and insights will provide you with all the information required to make the most of the opportunities and plan business recovery and growth post the pandemic.

Key Areass Covered in our Report:

  • Market segments
  • Comparison by Product
  • Filleting and skinning equipment - Market size and forecast 2020-2025
  • De-heading and gutting equipment - Market size and forecast 2020-2025
  • Grading equipment - Market size and forecast 2020-2025
  • Scaling equipment - Market size and forecast 2020-2025
  • Others - Market size and forecast 2020-2025
  • Market opportunity by Product

Customer landscape

  • Customer landscape

Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • APAC - Market size and forecast 2020-2025
  • MEA - Market size and forecast 2020-2025
  • Europe - Market size and forecast 2020-2025
  • North America - Market size and forecast 2020-2025
  • South America - Market size and forecast 2020-2025
  • Key leading countries
  • Market opportunity by geography
  • Market drivers
  • Market challenges
  • Market trends

Vendor Landscape

  • Competitive scenario
  • Vendor landscape
  • Landscape disruption

Vendor Analysis

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • Gfinity plc
  • Intergalactic Gaming Ltd.
  • Modern Times Group MTG AB
  • Nintendo Co. Ltd.
  • Take-Two Interactive Software Inc.
  • Tencent Holdings Ltd.
  • Valve Corp.

For more insights into this market: Download a Free Sample Report. Our custom reports provide market insights at the global and regional level along with pipeline analysis of new product launches. It also provides a peek into the latest R&D along with an impact analysis of government regulations.

 

Browse through some of other related market research reports for more insights:

  • Sports Sponsorship Market: The Sports Sponsorship Market is projected to post an incremental growth of $ 5.33 billion, at a CAGR of about 2% till 2024.
  • Gaming Peripheral Market: The gaming peripheral market is expected to grow by $ 3.36 bn, accelerating at a CAGR of almost 7% during the forecast period.
  • Gaming Software Market: Technavio has been monitoring the gaming software market and it is expected to grow by $ 65.19 billion, accelerating at a CAGR of almost 10% during the forecast period.

The report provides insights into the following FAQs:

  1. What is the market CAGR?
    The market will decelerate at a CAGR of over 18%.

     
  2. What is the incremental growth of the market?
    The market is expected to grow by $ 2.05 bn through 2021-2025.

     
  3. What is a key factor driving this market?
    Branding through esports will drive market growth over the forecast period.

     
  4. What are the key regions covered in this market research report?
    APAC, Europe, North America, South America, and MEA are the key regions featured in this research report.

     
  5. Which is the leading geographic region for this market:
    43% growth will originate from APAC

     
  6. Who are the leading market vendors?
    The leading vendors in this market are Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity plc, Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Tencent Holdings Ltd., and Valve Corp.

     
  7. What are the market segments covered in this report?
    The market is segmented by Other 1 (MOBA, FPS, RTS, and Others), Other 2 (Sponsorships, Media rights, Advertising, Publisher fees, and Merchandise and ticket sales), and Geography (APAC, Europe, North America, South America, and MEA)

Esports Market | Discover Top Trends and Drivers
Trends, Drivers and Vendor Forecasts for 2021-2025

Esports market is set to post an incremental growth of $ 2.05 billion during 2021-2025. The market will decelerate at a CAGR of over 18% during the forecast period. Our analysts provide a detailed understanding of the market focusing on the latest trends, and drivers that are likely to impact growth. This analysis will enable business leaders to strategize and plan for further growth of their business.


Need to Strategize a COVID-19 Recovery Plan?  Request for our FREE Sample Report


Esports Market: Market Segments and Key Trends

This report provides a detailed analysis of the market by Other 1 (MOBA, FPS, RTS, and Others), Other 2 (Sponsorships, Media rights, Advertising, Publisher fees, and Merchandise and ticket sales), and Geography (APAC, Europe, North America, South America, and MEA). 43% of the market growth will originate from APAC during the forecast period. This research report provides a detailed analysis of all the segments, key trends, and challenges that are likely to influence growth.

Esports Market: What are the Growth Drivers?

Branding through esports is one of the primary factors driving the growth of the esports market. The report provides a detailed study of all the factors that are likely to boost the market. An understanding of the key drivers will enable clients to leverage growth opportunities to their advantage with a view to short-term and long-term business goals.

E-sports Market | Leading Segments, Trends, Drivers and Challenges

Esports Market: Competitive Landscape

The market is fragmented. The research report provides insights into the top market player and their product portfolio along with pipeline analysis of upcoming developments and growth opportunities. The growth of the players depends on several factors such as market conditions, government support, and industry development. To survive and succeed in such an intensely competitive market, players must distinguish their product and service offerings through clear and unique value propositions. Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Gfinity plc, Intergalactic Gaming Ltd., Modern Times Group MTG AB, Nintendo Co. Ltd., Take-Two Interactive Software Inc., Tencent Holdings Ltd., and Valve Corp. are some of the major market participants. For more insights on this market: Download a Free Sample Report

Esports Market: Key Highlights of the Report for 2021-2025

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will drive esports market growth during the next five years
  • Precise estimation of the esports market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the esports market industry across APAC, Europe, North America, South America, and MEA
  • A thorough analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of esports market vendors

 

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