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This report elaborates the market size, market characteristics, and market growth of the E-Sports industry, and breaks down according to the type, application, and consumption area of E-Sports. The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.
In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed. Fully risk assessment and industry recommendations were made for E-Sports in a special period. This chapter also compares the markets of Pre COVID-19 and Post COVID-19.
In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.
Key players in the global E-Sports market covered in Chapter 13:
Nintendo
Wargaming.net
Riot Games
Activision Blizzard
Hi-Rez Studios
Microsoft Studios
EA Sports
Epic Games
Valve Corporation
In Chapter 6, on the basis of types, the E-Sports market from 2015 to 2025 is primarily split into:
MOBA
FPS
RTS
Others
In Chapter 7, on the basis of applications, the E-Sports market from 2015 to 2025 covers:
Professional
Amateur
Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:
United States
Europe
China
Japan
India
Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:
North America (Covered in Chapter 8)
United States
Canada
Mexico
Europe (Covered in Chapter 9)
Germany
UK
France
Italy
Spain
Others
Asia-Pacific (Covered in Chapter 10)
China
Japan
India
South Korea
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 11)
Saudi Arabia
UAE
South Africa
Others
South America (Covered in Chapter 12)
Brazil
Others
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025
Table of Content
1 E-Sports Market - Research Scope
1.1 Study Goals
1.2 Market Definition and Scope
1.3 Key Market Segments
1.4 Study and Forecasting Years
2 E-Sports Market - Research Methodology
2.1 Methodology
2.2 Research Data Source
2.2.1 Secondary Data
2.2.2 Primary Data
2.2.3 Market Size Estimation
2.2.4 Legal Disclaimer
3 E-Sports Market Forces
3.1 Global E-Sports Market Size
3.2 Top Impacting Factors (PESTEL Analysis)
3.2.1 Political Factors
3.2.2 Economic Factors
3.2.3 Social Factors
3.2.4 Technological Factors
3.2.5 Environmental Factors
3.2.6 Legal Factors
3.3 Industry Trend Analysis
3.4 Industry Trends Under COVID-19
3.4.1 Risk Assessment on COVID-19
3.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
3.5 Industry Risk Assessment
4 E-Sports Market - By Geography
4.1 Global E-Sports Market Value and Market Share by Regions
4.1.1 Global E-Sports Value ($) by Region (2015-2020)
4.1.2 Global E-Sports Value Market Share by Regions (2015-2020)
4.2 Global E-Sports Market Production and Market Share by Major Countries
4.2.1 Global E-Sports Production by Major Countries (2015-2020)
4.2.2 Global E-Sports Production Market Share by Major Countries (2015-2020)
4.3 Global E-Sports Market Consumption and Market Share by Regions
4.3.1 Global E-Sports Consumption by Regions (2015-2020)
4.3.2 Global E-Sports Consumption Market Share by Regions (2015-2020)
5 E-Sports Market - By Trade Statistics
5.1 Global E-Sports Export and Import
5.2 United States E-Sports Export and Import (2015-2020)
5.3 Europe E-Sports Export and Import (2015-2020)
5.4 China E-Sports Export and Import (2015-2020)
5.5 Japan E-Sports Export and Import (2015-2020)
5.6 India E-Sports Export and Import (2015-2020)
5.7
6 E-Sports Market - By Type
6.1 Global E-Sports Production and Market Share by Types (2015-2020)
6.1.1 Global E-Sports Production by Types (2015-2020)
6.1.2 Global E-Sports Production Market Share by Types (2015-2020)
6.2 Global E-Sports Value and Market Share by Types (2015-2020)
6.2.1 Global E-Sports Value by Types (2015-2020)
6.2.2 Global E-Sports Value Market Share by Types (2015-2020)
6.3 Global E-Sports Production, Price and Growth Rate of MOBA (2015-2020)
6.4 Global E-Sports Production, Price and Growth Rate of FPS (2015-2020)
6.5 Global E-Sports Production, Price and Growth Rate of RTS (2015-2020)
6.6 Global E-Sports Production, Price and Growth Rate of Others (2015-2020)
7 E-Sports Market - By Application
7.1 Global E-Sports Consumption and Market Share by Applications (2015-2020)
7.1.1 Global E-Sports Consumption by Applications (2015-2020)
7.1.2 Global E-Sports Consumption Market Share by Applications (2015-2020)
7.2 Global E-Sports Consumption and Growth Rate of Professional (2015-2020)
7.3 Global E-Sports Consumption and Growth Rate of Amateur (2015-2020)
8 North America E-Sports Market
8.1 North America E-Sports Market Size
8.2 United States E-Sports Market Size
8.3 Canada E-Sports Market Size
8.4 Mexico E-Sports Market Size
8.5 The Influence of COVID-19 on North America Market
9 Europe E-Sports Market Analysis
9.1 Europe E-Sports Market Size
9.2 Germany E-Sports Market Size
9.3 United Kingdom E-Sports Market Size
9.4 France E-Sports Market Size
9.5 Italy E-Sports Market Size
9.6 Spain E-Sports Market Size
9.7 The Influence of COVID-19 on Europe Market
10 Asia-Pacific E-Sports Market Analysis
10.1 Asia-Pacific E-Sports Market Size
10.2 China E-Sports Market Size
10.3 Japan E-Sports Market Size
10.4 South Korea E-Sports Market Size
10.5 Southeast Asia E-Sports Market Size
10.6 India E-Sports Market Size
10.7 The Influence of COVID-19 on Asia Pacific Market
11 Middle East and Africa E-Sports Market Analysis
11.1 Middle East and Africa E-Sports Market Size
11.2 Saudi Arabia E-Sports Market Size
11.3 UAE E-Sports Market Size
11.4 South Africa E-Sports Market Size
11.5 The Influence of COVID-19 on Middle East and Africa Market
12 South America E-Sports Market Analysis
12.1 South America E-Sports Market Size
12.2 Brazil E-Sports Market Size
12.3 The Influence of COVID-19 on South America Market
13 Company Profiles
13.1 Nintendo
13.1.1 Nintendo Basic Information
13.1.2 Nintendo Product Profiles, Application and Specification
13.1.3 Nintendo E-Sports Market Performance (2015-2020)
13.2 Wargaming.net
13.2.1 Wargaming.net Basic Information
13.2.2 Wargaming.net Product Profiles, Application and Specification
13.2.3 Wargaming.net E-Sports Market Performance (2015-2020)
13.3 Riot Games
13.3.1 Riot Games Basic Information
13.3.2 Riot Games Product Profiles, Application and Specification
13.3.3 Riot Games E-Sports Market Performance (2015-2020)
13.4 Activision Blizzard
13.4.1 Activision Blizzard Basic Information
13.4.2 Activision Blizzard Product Profiles, Application and Specification
13.4.3 Activision Blizzard E-Sports Market Performance (2015-2020)
13.5 Hi-Rez Studios
13.5.1 Hi-Rez Studios Basic Information
13.5.2 Hi-Rez Studios Product Profiles, Application and Specification
13.5.3 Hi-Rez Studios E-Sports Market Performance (2015-2020)
13.6 Microsoft Studios
13.6.1 Microsoft Studios Basic Information
13.6.2 Microsoft Studios Product Profiles, Application and Specification
13.6.3 Microsoft Studios E-Sports Market Performance (2015-2020)
13.7 EA Sports
13.7.1 EA Sports Basic Information
13.7.2 EA Sports Product Profiles, Application and Specification
13.7.3 EA Sports E-Sports Market Performance (2015-2020)
13.8 Epic Games
13.8.1 Epic Games Basic Information
13.8.2 Epic Games Product Profiles, Application and Specification
13.8.3 Epic Games E-Sports Market Performance (2015-2020)
13.9 Valve Corporation
13.9.1 Valve Corporation Basic Information
13.9.2 Valve Corporation Product Profiles, Application and Specification
13.9.3 Valve Corporation E-Sports Market Performance (2015-2020)
14 Market Forecast - By Regions
14.1 North America E-Sports Market Forecast (2020-2025)
14.2 Europe E-Sports Market Forecast (2020-2025)
14.3 Asia-Pacific E-Sports Market Forecast (2020-2025)
14.4 Middle East and Africa E-Sports Market Forecast (2020-2025)
14.5 South America E-Sports Market Forecast (2020-2025)
15 Market Forecast - By Type and Applications
15.1 Global E-Sports Market Forecast by Types (2020-2025)
15.1.1 Global E-Sports Market Forecast Production and Market Share by Types (2020-2025)
15.1.2 Global E-Sports Market Forecast Value and Market Share by Types (2020-2025)
15.2 Global E-Sports Market Forecast by Applications (2020-2025)
List of Tables and Figures
Figure E-Sports Picture
Table E-Sports Key Market Segments
Figure Study and Forecasting Years
Figure Global E-Sports Market Size and Growth Rate 2015-2025
Figure Industry PESTEL Analysis
Figure Global COVID-19 Status
Figure Market Size Forecast Comparison of Pre COVID-19 and Post COVID-19
Figure Global E-Sports Value ($) and Growth Rate (2015-2020)
Table Global E-Sports Value ($) by Countries (2015-2020)
Table Global E-Sports Value Market Share by Regions (2015-2020)
Figure Global E-Sports Value Market Share by Regions in 2019
Figure Global E-Sports Production and Growth Rate (2015-2020)
Table Global E-Sports Production by Major Countries (2015-2020)
Table Global E-Sports Production Market Share by Major Countries (2015-2020)
Figure Global E-Sports Production Market Share by Regions in 2019
Figure Global E-Sports Consumption and Growth Rate (2015-2020)
Table Global E-Sports Consumption by Regions (2015-2020)
Table Global E-Sports Consumption Market Share by Regions (2015-2020)
Figure Global E-Sports Consumption Market Share by Regions in 2019
Table Global E-Sports Export Top 3 Country 2019
Table Global E-Sports Import Top 3 Country 2019
Table United States E-Sports Export and Import (2015-2020)
Table Europe E-Sports Export and Import (2015-2020)
Table China E-Sports Export and Import (2015-2020)
Table Japan E-Sports Export and Import (2015-2020)
Table India E-Sports Export and Import (2015-2020)
Table Global E-Sports Production by Types (2015-2020)
Table Global E-Sports Production Market Share by Types (2015-2020)
Figure Global E-Sports Production Share by Type (2015-2020)
Table Global E-Sports Value by Types (2015-2020)
Table Global E-Sports Value Market Share by Types (2015-2020)
Figure Global E-Sports Value Share by Type (2015-2020)
Figure Global MOBA Production and Growth Rate (2015-2020)
Figure Global MOBA Price (2015-2020)
Figure Global FPS Production and Growth Rate (2015-2020)
Figure Global FPS Price (2015-2020)
Figure Global RTS Production and Growth Rate (2015-2020)
Figure Global RTS Price (2015-2020)
Figure Global Others Production and Growth Rate (2015-2020)
Figure Global Others Price (2015-2020)
Table Global E-Sports Consumption by Applications (2015-2020)
Table Global E-Sports Consumption Market Share by Applications (2015-2020)
Figure Global E-Sports Consumption Share by Application (2015-2020)
Figure Global Professional Consumption and Growth Rate (2015-2020)
Figure Global Amateur Consumption and Growth Rate (2015-2020)
Figure North America E-Sports Market Consumption and Growth Rate (2015-2020)
Table North America E-Sports Consumption by Countries (2015-2020)
Table North America E-Sports Consumption Market Share by Countries (2015-2020)
Figure North America E-Sports Consumption Market Share by Countries (2015-2020)
Figure United States E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Canada E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Mexico E-Sports Market Consumption and Growth Rate (2015-2020)
Figure North America COVID-19 Status
Figure Europe E-Sports Market Consumption and Growth Rate (2015-2020)
Table Europe E-Sports Consumption by Countries (2015-2020)
Table Europe E-Sports Consumption Market Share by Countries (2015-2020)
Figure Europe E-Sports Consumption Market Share by Countries (2015-2020)
Figure Germany E-Sports Market Consumption and Growth Rate (2015-2020)
Figure United Kingdom E-Sports Market Consumption and Growth Rate (2015-2020)
Figure France E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Italy E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Spain E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Europe COVID-19 Status
Figure Asia-Pacific E-Sports Market Consumption and Growth Rate (2015-2020)
Table Asia-Pacific E-Sports Consumption by Countries (2015-2020)
Table Asia-Pacific E-Sports Consumption Market Share by Countries (2015-2020)
Figure Asia-Pacific E-Sports Consumption Market Share by Countries (2015-2020)
Figure China E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Japan E-Sports Market Consumption and Growth Rate (2015-2020)
Figure South Korea E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Southeast Asia E-Sports Market Consumption and Growth Rate (2015-2020)
Figure India E-Sports Market Consumption and Growth Rate (2015-2020)
Figure Asia Pacific COVID-19 Status
Figure Middle East and Africa E-Sports Market Consumption and Growth Rate (2015-2020)
Table Middle East and Africa E-Sports Consumption by Countries (2015-2020)
Table Middle East and Africa E-Sports Consumption Market Share by Countries (2015-2020)
Figure Middle East and Africa E-Sports Consumption Market Share by Countries (2015-2020)
Figure Saudi Arabia E-Sports Market Consumption and Growth Rate (2015-2020)
Figure UAE E-Sports Market Consumption and Growth Rate (2015-2020)
Figure South Africa E-Sports Market Consumption and Growth Rate (2015-2020)
Figure South America E-Sports Market Consumption and Growth Rate (2015-2020)
Table South America E-Sports Consumption by Countries (2015-2020)
Table South America E-Sports Consumption Market Share by Countries (2015-2020)
Figure South America E-Sports Consumption Market Share by Countries (2015-2020)
Figure Brazil E-Sports Market Consumption and Growth Rate (2015-2020)
Table Nintendo Company Profile
Table Nintendo Production, Value, Price, Gross Margin 2015-2020
Figure Nintendo Production and Growth Rate
Figure Nintendo Value ($) Market Share 2015-2020
Table Wargaming.net Company Profile
Table Wargaming.net Production, Value, Price, Gross Margin 2015-2020
Figure Wargaming.net Production and Growth Rate
Figure Wargaming.net Value ($) Market Share 2015-2020
Table Riot Games Company Profile
Table Riot Games Production, Value, Price, Gross Margin 2015-2020
Figure Riot Games Production and Growth Rate
Figure Riot Games Value ($) Market Share 2015-2020
Table Activision Blizzard Company Profile
Table Activision Blizzard Production, Value, Price, Gross Margin 2015-2020
Figure Activision Blizzard Production and Growth Rate
Figure Activision Blizzard Value ($) Market Share 2015-2020
Table Hi-Rez Studios Company Profile
Table Hi-Rez Studios Production, Value, Price, Gross Margin 2015-2020
Figure Hi-Rez Studios Production and Growth Rate
Figure Hi-Rez Studios Value ($) Market Share 2015-2020
Table Microsoft Studios Company Profile
Table Microsoft Studios Production, Value, Price, Gross Margin 2015-2020
Figure Microsoft Studios Production and Growth Rate
Figure Microsoft Studios Value ($) Market Share 2015-2020
Table EA Sports Company Profile
Table EA Sports Production, Value, Price, Gross Margin 2015-2020
Figure EA Sports Production and Growth Rate
Figure EA Sports Value ($) Market Share 2015-2020
Table Epic Games Company Profile
Table Epic Games Production, Value, Price, Gross Margin 2015-2020
Figure Epic Games Production and Growth Rate
Figure Epic Games Value ($) Market Share 2015-2020
Table Valve Corporation Company Profile
Table Valve Corporation Production, Value, Price, Gross Margin 2015-2020
Figure Valve Corporation Production and Growth Rate
Figure Valve Corporation Value ($) Market Share 2015-2020
Figure North America Market Consumption and Growth Rate Forecast (2020-2025)
Figure Europe Market Consumption and Growth Rate Forecast (2020-2025)
Figure Asia-Pacific Market Consumption and Growth Rate Forecast (2020-2025)
Figure Middle East and Africa Market Consumption and Growth Rate Forecast (2020-2025)
Figure South America Market Consumption and Growth Rate Forecast (2020-2025)
Table Global E-Sports Market Forecast Production by Types (2020-2025)
Table Global E-Sports Market Forecast Production Share by Types (2020-2025)
Table Global E-Sports Market Forecast Value ($) by Types (2020-2025)
Table Global E-Sports Market Forecast Value Share by Types (2020-2025)
Table Global E-Sports Market Forecast Consumption by Applications (2020-2025)
Table Global E-Sports Market Forecast Consumption Share by Applications (2020-2025)
Research Methodology:
E Sports Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Qualitative Analysis |
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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Total Market |
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