According to the latest report by IMARC Group, titled “Esports Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028” provides an extensive analysis of the industry, including esports market size, share, trends, and growth opportunities. The report also covers competitor and regional analysis and the latest advancements in the global market. The global esports market size reached US$ 1.4 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 4.7 Billion by 2028, exhibiting a growth rate (CAGR) of 22.1% during 2023-2028.
Esports Market Overview:
Esports, also known as electronic sports, refers to competitive video gaming where professional players and teams compete against each other in various multiplayer games. It involves organized tournaments, leagues, and competitions that are often broadcasted and streamed online to a global audience. It has gained immense popularity and has emerged as a thriving industry with a dedicated fanbase.
Esports encompasses a wide range of games, including multiplayer online battle arena (MOBA) games, first-person shooters (FPS), real-time strategy (RTS) games, and sports simulations. The global esports market has witnessed exponential growth in recent years, driven by the increasing accessibility of gaming technology, widespread internet connectivity, and the rise of streaming platforms.
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Global Esports Market Trends:
The growing global interest in gaming and spectatorship has propelled the esports industry. With advancements in technology, gaming has become more immersive, interactive, and social, attracting a larger player base and audience. Esports events and tournaments draw millions of viewers online, with dedicated esports platforms and streaming services catering to the growing demand for competitive gaming content. Additionally, the increasing investment and sponsorships from both endemic and non-endemic brands have significantly contributed to the growth of the esports market.
Major companies across industries, including technology, apparel, food and beverage, and automotive, recognize the lucrative potential of esports and are keen to associate their brands with the thriving esports ecosystem. Sponsorships, partnerships, and advertising collaborations with esports teams, players, and events have become common, leading to increased financial support and mainstream recognition for the industry. Furthermore, the development of esports infrastructure, including specialized arenas and training facilities, has boosted the market.
Esports organizations and investors are investing in dedicated esports venues that provide professional-grade equipment, high-tech production capabilities, and a captivating live event experience. These arenas attract both local and global esports tournaments, fostering the growth of esports as a spectator sport and creating new revenue streams through ticket sales and merchandise.
Competitive Landscape with Key Players:
- Activision Blizzard Inc.
- Capcom Co. Ltd.
- Electronic Arts Inc.
- Epic Games Inc.
- FACEIT
- Gameloft SE (Vivendi SE)
- Gfinity PLC
- Intel Corporation
- Modern Times Group
- Nintendo Co. Ltd.
- NVIDIA Corporation
- Riot Games Inc
- Valve Corporation
- Zynga Inc.
Market Segmentations Breakup by:
Revenue Model:
- Media Rights
- Advertising and Sponsorships
- Merchandise and Tickets
- Others
Platform:
- PC-based Esports
- Consoles-based Esports
- Mobile and Tablets
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
- Market Outlook
- Porter’s Five Forces Analysis
- Market Drivers and Success Factors
- SWOT Analysis
- Value Chain
- Comprehensive Mapping of the Competitive Landscape
Note: 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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