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The Esports market is expected to grow from USD X.X million in 2021 to USD X.X million by 2027, at a CAGR of X.X% during the forecast period. The global Esports market report is a comprehensive research that focuses on the overall consumption structure, development trends, sales models and sales of top countries in the global Esports market. The report focuses on well-known providers in the global Esports industry, market segments, competition, and the macro environment.
Under COVID-19 Outbreak, how the Esports Industry will develop is also analyzed in detail in Chapter 1.7 of the report.
In Chapter 2.4, we analyzed industry trends in the context of COVID-19.
In Chapter 3.5, we analyzed the impact of COVID-19 on the product industry chain based on the upstream and downstream markets.
In Chapters 6 to 10 of the report, we analyze the impact of COVID-19 on various regions and major countries.
In chapter 13.5, the impact of COVID-19 on the future development of the industry is pointed out.
A holistic study of the market is made by considering a variety of factors, from demographics conditions and business cycles in a particular country to market-specific microeconomic impacts. The study found the shift in market paradigms in terms of regional competitive advantage and the competitive landscape of major players.
Key players in the global Esports market covered in Chapter 4:
Nodwin Group
Viacom 18
Jetsynthesys
Team Brutality
GamingMonk
Nazara Technology
Neon Gaming Studio
In Chapter 11 and 13.3, on the basis of types, the Esports market from 2016 to 2027 is primarily split into:
Sport Games
First-person Shooter
MOBA
Fighting Games
Real-Time Strategy
Racing
Others
In Chapter 12 and 13.4, on the basis of applications, the Esports market from 2016 to 2027 covers:
Professional
Amateur
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2016-2027) of the following regions are covered in Chapter 5, 6, 7, 8, 9, 10, 13:
North America (Covered in Chapter 6 and 13)
United States
Canada
Mexico
Europe (Covered in Chapter 7 and 13)
Germany
UK
France
Italy
Spain
Russia
Others
Asia-Pacific (Covered in Chapter 8 and 13)
China
Japan
South Korea
Australia
India
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 9 and 13)
Saudi Arabia
UAE
Egypt
Nigeria
South Africa
Others
South America (Covered in Chapter 10 and 13)
Brazil
Argentina
Columbia
Chile
Others
Years considered for this report:
Historical Years: 2016-2020
Base Year: 2020
Estimated Year: 2021
Forecast Period: 2021-2027
Table of Content
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Regulatory Scenario by Region/Country
1.4 Market Investment Scenario Strategic
1.5 Market Analysis by Type
1.5.1 Global Esports Market Share by Type (2021-2027)
1.5.2 Sport Games
1.5.3 First-person Shooter
1.5.4 MOBA
1.5.5 Fighting Games
1.5.6 Real-Time Strategy
1.5.7 Racing
1.5.8 Others
1.6 Market by Application
1.6.1 Global Esports Market Share by Application (2021-2027)
1.6.2 Professional
1.6.3 Amateur
1.7 Esports Industry Development Trends under COVID-19 Outbreak
1.7.1 Global COVID-19 Status Overview
1.7.2 Influence of COVID-19 Outbreak on Esports Industry Development
2. Global Market Growth Trends
2.1 Industry Trends
2.1.1 SWOT Analysis
2.1.2 Porter’s Five Forces Analysis
2.2 Potential Market and Growth Potential Analysis
2.3 Industry News and Policies by Regions
2.3.1 Industry News
2.3.2 Industry Policies
2.4 Industry Trends Under COVID-19
3 Value Chain of Esports Market
3.1 Value Chain Status
3.2 Esports Manufacturing Cost Structure Analysis
3.2.1 Production Process Analysis
3.2.2 Manufacturing Cost Structure of Esports
3.2.3 Labor Cost of Esports
3.2.3.1 Labor Cost of Esports Under COVID-19
3.3 Sales and Marketing Model Analysis
3.4 Downstream Major Customer Analysis (by Region)
3.5 Value Chain Status Under COVID-19
4 Players Profiles
4.1 Nodwin Group
4.1.1 Nodwin Group Basic Information
4.1.2 Esports Product Profiles, Application and Specification
4.1.3 Nodwin Group Esports Market Performance (2016-2021)
4.1.4 Nodwin Group Business Overview
4.2 Viacom 18
4.2.1 Viacom 18 Basic Information
4.2.2 Esports Product Profiles, Application and Specification
4.2.3 Viacom 18 Esports Market Performance (2016-2021)
4.2.4 Viacom 18 Business Overview
4.3 Jetsynthesys
4.3.1 Jetsynthesys Basic Information
4.3.2 Esports Product Profiles, Application and Specification
4.3.3 Jetsynthesys Esports Market Performance (2016-2021)
4.3.4 Jetsynthesys Business Overview
4.4 Team Brutality
4.4.1 Team Brutality Basic Information
4.4.2 Esports Product Profiles, Application and Specification
4.4.3 Team Brutality Esports Market Performance (2016-2021)
4.4.4 Team Brutality Business Overview
4.5 GamingMonk
4.5.1 GamingMonk Basic Information
4.5.2 Esports Product Profiles, Application and Specification
4.5.3 GamingMonk Esports Market Performance (2016-2021)
4.5.4 GamingMonk Business Overview
4.6 Nazara Technology
4.6.1 Nazara Technology Basic Information
4.6.2 Esports Product Profiles, Application and Specification
4.6.3 Nazara Technology Esports Market Performance (2016-2021)
4.6.4 Nazara Technology Business Overview
4.7 Neon Gaming Studio
4.7.1 Neon Gaming Studio Basic Information
4.7.2 Esports Product Profiles, Application and Specification
4.7.3 Neon Gaming Studio Esports Market Performance (2016-2021)
4.7.4 Neon Gaming Studio Business Overview
5 Global Esports Market Analysis by Regions
5.1 Global Esports Sales, Revenue and Market Share by Regions
5.1.1 Global Esports Sales by Regions (2016-2021)
5.1.2 Global Esports Revenue by Regions (2016-2021)
5.2 North America Esports Sales and Growth Rate (2016-2021)
5.3 Europe Esports Sales and Growth Rate (2016-2021)
5.4 Asia-Pacific Esports Sales and Growth Rate (2016-2021)
5.5 Middle East and Africa Esports Sales and Growth Rate (2016-2021)
5.6 South America Esports Sales and Growth Rate (2016-2021)
6 North America Esports Market Analysis by Countries
6.1 North America Esports Sales, Revenue and Market Share by Countries
6.1.1 North America Esports Sales by Countries (2016-2021)
6.1.2 North America Esports Revenue by Countries (2016-2021)
6.1.3 North America Esports Market Under COVID-19
6.2 United States Esports Sales and Growth Rate (2016-2021)
6.2.1 United States Esports Market Under COVID-19
6.3 Canada Esports Sales and Growth Rate (2016-2021)
6.4 Mexico Esports Sales and Growth Rate (2016-2021)
7 Europe Esports Market Analysis by Countries
7.1 Europe Esports Sales, Revenue and Market Share by Countries
7.1.1 Europe Esports Sales by Countries (2016-2021)
7.1.2 Europe Esports Revenue by Countries (2016-2021)
7.1.3 Europe Esports Market Under COVID-19
7.2 Germany Esports Sales and Growth Rate (2016-2021)
7.2.1 Germany Esports Market Under COVID-19
7.3 UK Esports Sales and Growth Rate (2016-2021)
7.3.1 UK Esports Market Under COVID-19
7.4 France Esports Sales and Growth Rate (2016-2021)
7.4.1 France Esports Market Under COVID-19
7.5 Italy Esports Sales and Growth Rate (2016-2021)
7.5.1 Italy Esports Market Under COVID-19
7.6 Spain Esports Sales and Growth Rate (2016-2021)
7.6.1 Spain Esports Market Under COVID-19
7.7 Russia Esports Sales and Growth Rate (2016-2021)
7.7.1 Russia Esports Market Under COVID-19
8 Asia-Pacific Esports Market Analysis by Countries
8.1 Asia-Pacific Esports Sales, Revenue and Market Share by Countries
8.1.1 Asia-Pacific Esports Sales by Countries (2016-2021)
8.1.2 Asia-Pacific Esports Revenue by Countries (2016-2021)
8.1.3 Asia-Pacific Esports Market Under COVID-19
8.2 China Esports Sales and Growth Rate (2016-2021)
8.2.1 China Esports Market Under COVID-19
8.3 Japan Esports Sales and Growth Rate (2016-2021)
8.3.1 Japan Esports Market Under COVID-19
8.4 South Korea Esports Sales and Growth Rate (2016-2021)
8.4.1 South Korea Esports Market Under COVID-19
8.5 Australia Esports Sales and Growth Rate (2016-2021)
8.6 India Esports Sales and Growth Rate (2016-2021)
8.6.1 India Esports Market Under COVID-19
8.7 Southeast Asia Esports Sales and Growth Rate (2016-2021)
8.7.1 Southeast Asia Esports Market Under COVID-19
9 Middle East and Africa Esports Market Analysis by Countries
9.1 Middle East and Africa Esports Sales, Revenue and Market Share by Countries
9.1.1 Middle East and Africa Esports Sales by Countries (2016-2021)
9.1.2 Middle East and Africa Esports Revenue by Countries (2016-2021)
9.1.3 Middle East and Africa Esports Market Under COVID-19
9.2 Saudi Arabia Esports Sales and Growth Rate (2016-2021)
9.3 UAE Esports Sales and Growth Rate (2016-2021)
9.4 Egypt Esports Sales and Growth Rate (2016-2021)
9.5 Nigeria Esports Sales and Growth Rate (2016-2021)
9.6 South Africa Esports Sales and Growth Rate (2016-2021)
10 South America Esports Market Analysis by Countries
10.1 South America Esports Sales, Revenue and Market Share by Countries
10.1.1 South America Esports Sales by Countries (2016-2021)
10.1.2 South America Esports Revenue by Countries (2016-2021)
10.1.3 South America Esports Market Under COVID-19
10.2 Brazil Esports Sales and Growth Rate (2016-2021)
10.2.1 Brazil Esports Market Under COVID-19
10.3 Argentina Esports Sales and Growth Rate (2016-2021)
10.4 Columbia Esports Sales and Growth Rate (2016-2021)
10.5 Chile Esports Sales and Growth Rate (2016-2021)
11 Global Esports Market Segment by Types
11.1 Global Esports Sales, Revenue and Market Share by Types (2016-2021)
11.1.1 Global Esports Sales and Market Share by Types (2016-2021)
11.1.2 Global Esports Revenue and Market Share by Types (2016-2021)
11.2 Sport Games Sales and Price (2016-2021)
11.3 First-person Shooter Sales and Price (2016-2021)
11.4 MOBA Sales and Price (2016-2021)
11.5 Fighting Games Sales and Price (2016-2021)
11.6 Real-Time Strategy Sales and Price (2016-2021)
11.7 Racing Sales and Price (2016-2021)
11.8 Others Sales and Price (2016-2021)
12 Global Esports Market Segment by Applications
12.1 Global Esports Sales, Revenue and Market Share by Applications (2016-2021)
12.1.1 Global Esports Sales and Market Share by Applications (2016-2021)
12.1.2 Global Esports Revenue and Market Share by Applications (2016-2021)
12.2 Professional Sales, Revenue and Growth Rate (2016-2021)
12.3 Amateur Sales, Revenue and Growth Rate (2016-2021)
13 Esports Market Forecast by Regions (2021-2027)
13.1 Global Esports Sales, Revenue and Growth Rate (2021-2027)
13.2 Esports Market Forecast by Regions (2021-2027)
13.2.1 North America Esports Market Forecast (2021-2027)
13.2.2 Europe Esports Market Forecast (2021-2027)
13.2.3 Asia-Pacific Esports Market Forecast (2021-2027)
13.2.4 Middle East and Africa Esports Market Forecast (2021-2027)
13.2.5 South America Esports Market Forecast (2021-2027)
13.3 Esports Market Forecast by Types (2021-2027)
13.4 Esports Market Forecast by Applications (2021-2027)
13.5 Esports Market Forecast Under COVID-19
14 Appendix
14.1 Methodology
14.2 Research Data Source
List of Tables and Figures
Table Global Esports Market Size Growth Rate by Type (2021-2027)
Figure Global Esports Market Share by Type in 2020 & 2026
Figure Sport Games Features
Figure First-person Shooter Features
Figure MOBA Features
Figure Fighting Games Features
Figure Real-Time Strategy Features
Figure Racing Features
Figure Others Features
Table Global Esports Market Size Growth by Application (2021-2027)
Figure Global Esports Market Share by Application in 2020 & 2026
Figure Professional Description
Figure Amateur Description
Figure Global COVID-19 Status Overview
Table Influence of COVID-19 Outbreak on Esports Industry Development
Table SWOT Analysis
Figure Porter's Five Forces Analysis
Figure Global Esports Market Size and Growth Rate 2016-2027
Table Industry News
Table Industry Policies
Figure Value Chain Status of Esports
Figure Production Process of Esports
Figure Manufacturing Cost Structure of Esports
Figure Major Company Analysis (by Business Distribution Base, by Product Type)
Table Downstream Major Customer Analysis (by Region)
Table Nodwin Group Profile
Table Nodwin Group Production, Value, Price, Gross Margin 2016-2021
Table Viacom 18 Profile
Table Viacom 18 Production, Value, Price, Gross Margin 2016-2021
Table Jetsynthesys Profile
Table Jetsynthesys Production, Value, Price, Gross Margin 2016-2021
Table Team Brutality Profile
Table Team Brutality Production, Value, Price, Gross Margin 2016-2021
Table GamingMonk Profile
Table GamingMonk Production, Value, Price, Gross Margin 2016-2021
Table Nazara Technology Profile
Table Nazara Technology Production, Value, Price, Gross Margin 2016-2021
Table Neon Gaming Studio Profile
Table Neon Gaming Studio Production, Value, Price, Gross Margin 2016-2021
Figure Global Esports Sales and Growth Rate (2016-2021)
Figure Global Esports Revenue ($) and Growth (2016-2021)
Table Global Esports Sales by Regions (2016-2021)
Table Global Esports Sales Market Share by Regions (2016-2021)
Table Global Esports Revenue ($) by Regions (2016-2021)
Table Global Esports Revenue Market Share by Regions (2016-2021)
Table Global Esports Revenue Market Share by Regions in 2016
Table Global Esports Revenue Market Share by Regions in 2020
Figure North America Esports Sales and Growth Rate (2016-2021)
Figure Europe Esports Sales and Growth Rate (2016-2021)
Figure Asia-Pacific Esports Sales and Growth Rate (2016-2021)
Figure Middle East and Africa Esports Sales and Growth Rate (2016-2021)
Figure South America Esports Sales and Growth Rate (2016-2021)
Figure North America Esports Revenue ($) and Growth (2016-2021)
Table North America Esports Sales by Countries (2016-2021)
Table North America Esports Sales Market Share by Countries (2016-2021)
Figure North America Esports Sales Market Share by Countries in 2016
Figure United States Esports Sales and Growth Rate (2016-2021)
Figure Canada Esports Sales and Growth Rate (2016-2021)
Figure Mexico Esports Sales and Growth (2016-2021)
Figure Europe Esports Revenue ($) Growth (2016-2021)
Table Europe Esports Sales by Countries (2016-2021)
Table Europe Esports Sales Market Share by Countries (2016-2021)
Figure Germany Esports Sales and Growth Rate (2016-2021)
Figure UK Esports Sales and Growth Rate (2016-2021)
Figure France Esports Sales and Growth Rate (2016-2021)
Figure Italy Esports Sales and Growth Rate (2016-2021)
Figure Spain Esports Sales and Growth Rate (2016-2021)
Figure Russia Esports Sales and Growth Rate (2016-2021)
Figure Asia-Pacific Esports Revenue ($) and Growth (2016-2021)
Table Asia-Pacific Esports Sales by Countries (2016-2021)
Table Asia-Pacific Esports Sales Market Share by Countries (2016-2021)
Figure China Esports Sales and Growth Rate (2016-2021)
Figure Japan Esports Sales and Growth Rate (2016-2021)
Figure South Korea Esports Sales and Growth Rate (2016-2021)
Figure Australia Esports Sales and Growth Rate (2016-2021)
Figure India Esports Sales and Growth Rate (2016-2021)
Figure Southeast Asia Esports Sales and Growth Rate (2016-2021)
Figure Middle East and Africa Esports Revenue ($) and Growth (2016-2021)
Table Middle East and Africa Esports Sales by Countries (2016-2021)
Table Middle East and Africa Esports Sales Market Share by Countries (2016-2021)
Figure Saudi Arabia Esports Sales and Growth Rate (2016-2021)
Figure UAE Esports Sales and Growth Rate (2016-2021)
Figure Egypt Esports Sales and Growth Rate (2016-2021)
Figure Nigeria Esports Sales and Growth Rate (2016-2021)
Figure South Africa Esports Sales and Growth Rate (2016-2021)
Figure South America Esports Revenue ($) and Growth (2016-2021)
Figure Brazil Esports Sales and Growth Rate (2016-2021)
Figure Argentina Esports Sales and Growth Rate (2016-2021)
Figure Columbia Esports Sales and Growth Rate (2016-2021)
Figure Chile Esports Sales and Growth Rate (2016-2021)
Table Global Esports Sales by Types (2016-2021)
Table Global Esports Revenue ($) by Types (2016-2021)
Figure Global Sport Games Sales and Growth Rate (2016-2021)
Figure Global Sport Games Price (2016-2021)
Figure Global First-person Shooter Sales and Growth Rate (2016-2021)
Figure Global First-person Shooter Price (2016-2021)
Figure Global MOBA Sales and Growth Rate (2016-2021)
Figure Global MOBA Price (2016-2021)
Figure Global Fighting Games Sales and Growth Rate (2016-2021)
Figure Global Fighting Games Price (2016-2021)
Figure Global Real-Time Strategy Sales and Growth Rate (2016-2021)
Figure Global Real-Time Strategy Price (2016-2021)
Figure Global Racing Sales and Growth Rate (2016-2021)
Figure Global Racing Price (2016-2021)
Figure Global Others Sales and Growth Rate (2016-2021)
Figure Global Others Price (2016-2021)
Table Global Esports Sales by Applications (2016-2021)
Table Global Esports Sales Share by Applications (2016-2021)
Figure Global Professional Sales and Growth Rate (2016-2021)
Figure Global Professional Revenue and Growth Rate (2016-2021)
Figure Global Amateur Sales and Growth Rate (2016-2021)
Figure Global Amateur Revenue and Growth Rate (2016-2021)
Figure Global Esports Sales and Growth Rate (2021-2027)
Figure Global Esports Revenue ($) and Growth Rate (2021-2027)
Table Global Esports Sales Forecast by Regions (2021-2027)
Table Global Esports Revenue Forecast by Regions (2021-2027)
Figure North America Esports Sales Forecast (2021-2027)
Figure North America Esports Revenue Forecast (2021-2027)
Figure Europe Esports Sales Forecast (2021-2027)
Figure Europe Esports Revenue Forecast (2021-2027)
Figure Asia-Pacific Esports Sales Forecast (2021-2027)
Figure Asia-Pacific Esports Revenue Forecast (2021-2027)
Figure Middle East and Africa Esports Sales Forecast (2021-2027)
Figure Middle East and Africa Esports Revenue Forecast (2021-2027)
Figure South America Esports Sales Forecast (2021-2027)
Figure South America Esports Revenue Forecast (2021-2027)
Table Global Esports Sales Forecast by Types (2021-2027)
Table Global Esports Sales Market Share Forecast by Types (2021-2027)
Table Global Esports Revenue Market Share Forecast by Types (2021-2027)
Table Global Esports Sales Market Share Forecast by Applications (2021-2027)
Table Global Esports Revenue Forecast by Applications (2021-2027)
Table Global Esports Revenue Market Share Forecast by Applications (2021-2027)
Research Methodology:
Esports 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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